Ink Breaker

Bounce the ink ball off your paddle and knock out every type block on the press. Clear the board to level up — the ball only gets faster. How high can you score?

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Score 0 Level 1 Lives

Ink Breaker

Move to aim, tap or press Space to launch the ball.

Drag or move your pointer to steer the paddle. Tap to launch.
How to play

Move your mouse or drag your finger to slide the paddle left and right. Tap (or press Space) to launch the ball. Bounce it into the type blocks to smash them — where the ball hits the paddle decides the angle it flies back, so aim with the edges. Clear every block to jump to the next level, where the ball moves a little faster. Miss the ball and you lose a life; run out of all three and the game ends. Blocks near the bottom are worth more points.

Move / Drag Steer paddle
← → / A D Steer paddle
Tap / Space Launch ball
N New game · M Sound
? This help

An old shape, borrowed on purpose

Atari released Breakout in 1976: a single player, one paddle, one ball and a wall of bricks to dismantle. Almost every block-breaker since has piled things on top of that idea — power-up drops, multiball, lasers, boss walls. Ink Breaker deliberately keeps none of them. There is nothing to catch and nothing to collect; if a run goes badly it is because of where you put the paddle, not because the wrong capsule fell.

What it adds instead is a print shop. Every block is a slug of movable type with a letter cast into its face, drawn from a fixed string of shop vocabulary — TYPE, PRESS, SLUG, QUOIN — so the wall reads like a tray of loose sorts. The ball is a drop of ink and the paddle is a type slug lying on its back. It is the same 1976 skeleton, printed in a different ink.

The paddle is a steering wheel, not a wall

Here is the mechanic the whole game runs on, and it is not obvious from watching: the bounce off your paddle completely ignores the angle the ball arrived at. The game measures how far from the paddle's centre the ball struck, as a fraction from −1 at the left tip to +1 at the right, multiplies that by 0.8 to get the new horizontal speed, and then works out the vertical speed needed to keep the total speed unchanged. History is discarded. A ball dropping steeply from the left can be sent steeply to the right at exactly the same pace, with no loss.

So the paddle is a dial, not a bumper. Dead centre sends the ball straight up. The extreme edge sends it out at 0.8 horizontal against 0.6 vertical — about 53 degrees off vertical, which is the steepest shot the game will ever give you. Everything between is a smooth sweep of that range, and the useful consequence is that you steer by choosing which part of the paddle to put under the ball: catch it on the right half to drive it right, on the left half to drive it left. There is a little grace at the ends — the ball can be up to its own radius past the paddle tip and still connect — but no reward for it, because the measured fraction is clamped, so hanging off the end gives the same maximum angle as the last real pixel of paddle.

Two smaller rules matter. The launch itself is biased by where the paddle is standing, up to about a third of the ball's speed sideways, so you choose which half of the wall to open before the first bounce. And if the ball's vertical speed ever falls below 18 percent of its total, the game forces it back up — there is no way to trap it into an endless horizontal rattle along a row.

What each level costs you

Three things tighten independently, each on its own schedule, and each with a hard stop so late boards stay fast rather than becoming absurd.

Rows add every second level, the paddle loses four pixels a level, and the ball gains seven percent a level.
LevelRowsPaddleBall speedLayout
1674 px260 px/ssolid
2670 px278 px/schecker
3766 px298 px/sarch
79 (max)50 px390 px/ssolid
13946 px (min)560 px/s (max)solid

The score is built from two things only. A block is worth 10 points plus 8 for every row it sits below the top, so the front row pays 10, the sixth row pays 50, and once late levels have grown the wall to nine rows the bottom row pays 74. Clearing a board is a flat 500 bonus. That weighting is why tunnelling up one side to get the ball behind the wall is less profitable here than it looks: the cheap rows are the ones you reach first, and the expensive ones are the ones already in your way.

Why so many runs die on level 3

Level 3 is the first board where all three ramps have moved at once and the layout changes shape underneath you. The wall goes to seven rows, the paddle is down to 66 pixels — eleven percent narrower than the one you learned on — and the ball is fifteen percent faster than it was on level 1. On top of that the pattern rotation lands on the arch, which punches holes through the middle of the wall, so the ball dives inside instead of skimming the face and comes back at angles the two flat boards never produced. Losing a life does not undo any of it either: the ball is only re-centred on the paddle, never slowed. That is how a single bad level-3 board takes all three lives in under a minute.

None of that difficulty curve is measured anywhere but your own machine. The best score you fight your way to is written to this browser under kp_inkbreaker_best and read back the next time you open the page — that is the whole of it while you are playing. The shared board is a separate decision you make after the last life is gone: type a name on the game-over card, press Post to leaderboard, and one row is written with your score. Walk away from that card and the run stays between you and level 3. If the board cannot reach the network it says so on the card and nothing about the game changes.

Frequently asked questions

How do you play Ink Breaker?

Move your mouse or drag your finger to steer the paddle, then tap or press Space to launch the ball. Bounce it into the type blocks to break them. Where the ball strikes the paddle sets its rebound angle, so use the edges to aim. Clear the board to advance a level; miss the ball three times and the game is over.

How is my score calculated?

Each block you break is worth points — blocks lower on the board are worth more, from 10 at the top up to 50 at the bottom. Clearing an entire board earns a 500-point bonus, and the ball speeds up as you go, so later levels reward faster play.

Does it get harder after each level?

It tightens in three ways at once. Your paddle loses four pixels of width per level cleared, shrinking from 74 down to a floor of 46 where it stops. The ball gets seven percent faster each level until it reaches its speed cap, and a fresh row of blocks is added every second level up to a maximum of nine rows.