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Kinetikout

byMelkon
Side-paddle arcade with a bat that actually has physics. 100 hand-built levels, 5 bosses, fully offline.
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Status
RELEASED
Launch
TBA
Visuals
Vector
Platforms
Android
Mobile
Price
FreeONE TIME
Players
SingleSolo
Rating
13+Age rating

Media Assets

Kinetikout gameplay trailer thumbnail
Kinetikout gameplay trailer thumbnail
Screenshot 1 for Kinetikout
Screenshot 2 for Kinetikout
Screenshot 3 for Kinetikout
Screenshot 4 for Kinetikout
Screenshot 5 for Kinetikout
Screenshot 6 for Kinetikout

Game Description

Kinetikout is a side-paddle arcade game — the bat runs vertically along the edge of the field, not across the bottom, which turns out to be exactly how a thumb wants to move on a phone.

The bat is a physical body: it has mass, accelerates, and brakes before it arrives, so a fast flick is something you watch land instead of something that just teleports. It can also be curved — the arc's radius is derived from the bounce formula itself, so the shape finally shows you what the physics has always been doing.

100 hand-designed levels, 5 boss types that keep returning at higher tiers, 10 enemy types, power-ups, a gold economy with an end-of-level shop, 40 achievements, 15 languages. Every texture in the game is drawn procedurally in code — there are no image assets.

Fully offline. No ads, no in-app purchases, no accounts, no data collection.

Solo dev, released on Google Play in July 2026; v1.1 (bat physics + curved bat) shipped August 14. Browser demo: https://m3lk0n.itch.io/kinetikout

Tags

SingleplayerCompetitiveOfflineSci-FiIndie

AI Disclosure

Music: the 9 soundtrack tracks (menu theme, 6 in-game, 2 boss) were generated with Suno AI, then selected, edited, and mixed into the game by me. Sound effects are NOT AI — they're synthesized procedurally in code with Web Audio oscillators. Art: no AI-generated art in the game. All in-game visuals — bricks, bat, enemies, bosses, explosions, HUD and bonus icons — are drawn procedurally in code with the Phaser Graphics API. The app icon and store artwork were made with AI image generation and then hand-edited. Code: written by me with AI coding assistance (Claude), every line reviewed and tested. All game design, physics, and the 100 hand-built levels are mine. Text: the 15 in-game localizations were AI-translated and reviewed. English and Hungarian are written by me.


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