Impetal Breaker
Level-based brick breaker — aim a volley of glass orbs through magical brick patterns, find the weak spots, and break the Heart-Core before the wall reaches you.
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- Genres
- Action & Arcade, Casual
- On Fias since
- Plays in
- Your web browser
About Impetal Breaker
Impetal Breaker is a level-based brick breaker. Each level lays out a pattern of numbered bricks: clear every one before the wall reaches the bottom of the field. Press and drag to aim, and a line shows where your orbs will first strike and how they will bounce; release, and your whole volley of glass orbs streams out from the launcher, each one ricocheting on its own. A brick's number is how many more hits it can take. When every orb is back the bricks move down one row, and the first orb to land sets where the next volley launches from. If a brick would pass the bottom row the wall breaks through and the level is lost, unless you spend Motes on a Second Wind that lifts the board three rows.
Levels mix magical pieces. Orb Sparks add orbs to your volley. Rowwands and Spirewands fire a beam along their whole row or column every time an orb touches them. Fire Runes blast everything around them; Embercells explode when they break and set off the Embercells beside them. Glimmerglass shatters at a touch, so orbs smash straight through it. Obsidian never breaks and shapes channels and chambers. Slanted Shardwedges throw orbs sideways. Reliquaries spill Motes and extra orbs, and a cracked brick may hold a rune that appears, live, the moment it breaks.
Each later world adds pieces of its own. In Rimefrost Reach, Rime Casks crack open to free the rune frozen inside them, Chill Runes hold the wall still for a turn, Starwands beam their row and column at once, and a Prism turns every orb that flies through it into three. In Rootdeep Bastions, Bulwarks shrug off orbs on their warded sides, Ward Gates let orbs into a chamber but not back out, Thornvines grow back every turn until their Heartroot is broken, and Quake Runes damage every brick in the lowest two rows. In Skyreach Isles, Gale Bumpers fling orbs away, Storm Sigils send lightning through the bricks around them, an orb that flies into a Hollow comes out of its twin, and Gust Lanes straighten orbs onto their arrow.
Some levels hide a weak spot: a cracked brick that opens a chamber full of fragile bricks and wands, where one good volley does enormous damage. Others build a path of walls far too strong to break, leading to a Heart-Core: send the volley up the path, break the core, and its Cataclysm shatters the whole board.
Charms are pieces you place yourself before a shot, on an open cell your orbs could reach: an Aegis Bar that bounces orbs back up, a Mirror that turns sideways orbs upward, a Laser that beams its row or column, a Fire Charm that explodes, a Ward Bar that lets orbs up but never back down, a Vane that sends every orb along its arrow, and a Hollow Pair whose exit can go anywhere, even inside a sealed vault. Tap a placed charm to turn it, or take it back before you fire; once fired it lasts three turns. Levels hand out charms of their own, and the charms you collect, from runes on the board, a level's first three-star clear or the Motes shop, go in your Satchel, which keeps each one for five cleared levels.
A volley speeds up the longer it lasts, and the speed button jumps straight to triple speed; Recall brings every orb home at once. Breaking bricks fills the Impetus Meter, and when it is full a tap Overcharges the next volley so every hit counts double. Many breaks in one volley build a combo for bigger scores.
Levels unlock one after another on the world map. A clear earns one to three stars, more for fewer turns, and Motes, which buy boosts on the level card (more orbs, a full Impetus Meter, or an aim line that shows three bounces) and charms for your Satchel. There are forty levels in four worlds of ten: Ember Forge, Rimefrost Reach, Rootdeep Bastions and Skyreach Isles. Completing a level submits a reward claim, with the payout configured on the server.