
Magical Brickout
A circular twist on brick-breaking that sounds clever on paper but struggles to stick the landing - worth knowing what you're getting into before you spin up.
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About Magical Brickout
I have a soft spot for small studios swinging at a genre reinvention, and Magical Brickout has the bones of a genuinely interesting idea. Instead of dragging a paddle across the bottom of the screen, you rotate the entire circular arena clockwise or counterclockwise, steering bricks into the path of a ball that starts at dead center and never stops moving. That spatial flip - controlling the environment rather than a single paddle - demands a different kind of hand-eye coordination, one that takes a few levels to wire into your muscle memory. The early stages are forgiving enough to let you find that rhythm, and for a brief window the concept clicks in a satisfying way. The 48 levels span eight themed environments, and the background art is genuinely pretty, hand-painted work that gives each area its own atmosphere. A three-star reward system layers in some replayability - you can chase a time limit, a score threshold, or a ball-count target on each stage - and a randomly spawning goblin minion adds a small bonus hunt to keep eyes moving across the arena. Power-ups come in green (helpful: multiball, speed reset, superball), yellow (harmful: fast ball, multiplier halving), and a whole catalogue of red hazards including fog bricks, frost bricks, regrowing bricks, and zombie bricks. On paper that variety sounds rich. In practice, the execution is where things get complicated. The collision detection is inconsistent enough that the ball can feel like it has its own agenda, occasionally sliding through a brick rather than bouncing off it. Losing balls to the edge of the screen over physics quirks rather than your own mistakes is a specific kind of frustration that the circular format makes worse, not better. Some power-ups that should help - the slow-motion one is a noted offender - reportedly make the collision feel even less reliable. The rotating background art, as lovely as it is, gets obscured almost immediately once you start spinning the arena, which is a small but genuine shame. Critics who have reviewed the game on other platforms landed in mixed-to-negative territory, with the core complaint landing consistently on refinement: the central mechanic needed more polish before the level count was pushed up. So who is this for? Probably the player who has a genuine fondness for Arkanoid-style arcade loops, who can make peace with some physics roughness, and who finds the rotational control concept interesting enough to explore across its full run. Keyboard, mouse, and controller inputs are all supported, and the Steam leaderboards give high-score chasers a reason to replay. The soundtrack has been described warmly by more than one reviewer, and the fairy-trapped-in-bricks story, thin as it is, gives the whole thing a gentle fantasy coating that suits the hand-painted aesthetic. It is a short experience - one reviewer cleared the tutorial and 21 levels in under 90 minutes - so the ask is not a deep one if curiosity wins out. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP+
- DirectX
- Version 9.0
- Storage
- 320 MB available space
- Graphics
- DX9 (shader model 2.0) capabilities
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Game Info
- Developer
- Cunning Force Games
- Publisher
- Cunning Force Games
- Release Date
- Oct 17, 2016