Bricktron

After AI Refactoring

Legacy Version

Attract Mode (In-Game Demo)

After a few seconds of inactivity on the intro screen (or when launched with --demo), the game plays itself: the paddle auto-tracks the ball and grabs falling power-ups.

Bricktron attract mode demo: the paddle plays itself and catches power-ups

Screenshots

Bricktron intro screen with pixel-art title Bricktron gameplay with colorful tile grid and space background Bricktron game over screen with high score table Bricktron particle explosion effects during gameplay

A polished C++ implementation of the classic brick-breaker arcade game, built with Allegro 5 for graphics, audio, and input handling. The player controls a paddle to deflect a ball into a 10x5 grid of destructible tiles, each with an HP system requiring up to 3 hits to destroy. The game wraps the gameplay in a full retro experience: an animated CRT-styled intro screen, a name input prompt, level progression with hand-designed layouts loaded from files (falling back to randomized grids), five distinct power-ups, retro sound effects, particle effects, and a persistent top-10 high score table.

Features

Technical Details

Download & Play (Linux)

A ready-to-run Flatpak bundle is published on GitHub. No build required — grab the latest release and install:

flatpak remote-add --user --if-not-exists flathub https://flathub.org/repo/flathub.flatpakrepo
flatpak install --user bricktron.flatpak
flatpak run io.github.arturkos.Bricktron

Build Instructions

Requirements: CMake (3.2+), Allegro 5

git clone https://github.com/ArturKos/bricktron.git
cd bricktron
mkdir build && cd build
cmake ..
make

Check out the project on GitHub: Bricktron on GitHub

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