Blowfish meets meteor is unfortunate. On one hand, it has a terrible control scheme for a breakout type game where taping left and right is imprecise and unpractical, on the other hand, the early level design felt so boring that I just turned it off.
I remember reading about BMM, how they wanted to make a big console-like game on mobile devices, how their project went out of scope and how it was difficult for them to make all the different systems that populates their game. It’s too bad. I couldn’t get past the fourth level, at first I couldn’t even get past the first level, taping to move a paddle somewhere is frustrating - if you don’t literally block the view with your fingers. Why not add virtual buttons? Or put the game somewhere where control is easy?
Even then, watching a little ball bounce back and forth, almost horizontally, between two walls, is mighty boring. The fact that you can hold your character to make it call back the ball to himself is just a patchwork way to try and fix this design problem. Making levels in a way that the ball won’t spend forever doing nothing, or just making sure the ball doesn’t bounce in that fashion, would’ve kept me engaged.
And I guess it’s too bad, because the promise of boss battles and different mechanics and a bunch of other stuff made me try this game. In the end, I couldn’t stomach it, I didn’t play a bunch of BMM, so that’s all I have to say about it.