Blasterball 2 Reimplementation Demo
The first slice of a reimplementation of Blasterball 2 (later Blasterball 2 Revolution) in Godot. This is a breakout/Arkanoid clone with some fun music and a killer Y2k shareware aesthetic. It uses the original Java source for logic as well as media ripped from the original, and reimplements the game in Godot.
Current status:
- Basic gameplay and physics are implemented - though there are minor control differences with mouse movement of the paddle. (I'm not happy with it but there's more limitations on mouse capture these days than there were on Windows XP.)
- Levels have been converted directly from the original level data. All levels are in place excluding boss levels.
- Powerups are all implemented though some need minor tweaks to ensure gameplay parity with the original Java version.
- Critters (the little guys that come in from the top) are all implemented.
Still to come:
- Bosses.
- Level themes - right now they all share the same music and backdrop.
- Many visual effects - brick effects, the wipe transitions, the paddle appearing animation, fireworks, the hint art on the side, the rolling key hints at the corners. Probably more.
- Lives have been disabled for this little slice.
- Level end bonuses.
- High score table.
- Title screen.
- Bonus stages and stage warps.

Comments
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Any plans to port this to android and include 1 and 3?
Hey! Android and other OS ports are planned for sure. Blasterball Wild could probably get ported to Godot with the same method I'm using, but I'm not a huge fan of that game so I don't think I'll be the one to do it. Blasterball 3 is a different beast entirely and would require decompilation work I'm not prepared to do, to be honest. Maybe I could recreate some of 1 or 3's features in the 2 engine, like if I ever end up including a level editor or something. We'll see.
As a suggestion, i recommend including gamepad controls for the android port. I use a android gamepad
Well done!