Whitepaper
The wall, on paper.
A short design brief for a brick breaker whose levels are made by the people who play it. This is the contract the product has to keep.
Premise
There are no house levels. Every wall is authored by a player: a layout of bricks, zones and obstacles from a shared kit, a few rules, and a photo of their choice behind the glass. Everyone else plays it with a paddle and the lives the author allowed.
Kit
Four families. Bricks are what you break: glass, hard, steel, explosive, ghost, regen, magnet, rotor, key and lock. Zones sit on the open field and act when the ball passes through: slow, ×2, ×3, gravity, anti-gravity, a portal pair, a fake portal, a mirror, fog, a split that adds a second ball, and paddle modifiers — shrink, grow, invert, ice, sticky. Obstacles are not part of the wall: bumper, rail, fan, sweeping guard, trampoline, black hole. Rules are set once: lives, a timer, a wall that descends, a color that must fall first.
Every piece has a cost and a level has a budget. The player picks.
Speed
The ball starts calm. Every few paddle hits it gains a notch — the classic rule — and rapid rebounds build heat that adds more. Heat cools when the ball travels freely. Losing a life resets everything.
Publish rule
A level cannot be published until its author has cleared it and a flawless autopilot has cleared it too. Before that, the editor refuses what cannot work: unpaired portals, keys sealed in by locks, pieces in the paddle lane, more than one split zone, a wall over budget. Difficulty is allowed. Impossibility is not.
Background
For now, a photo. It is dimmed behind the field so bricks stay readable, and it travels with the level wherever it is played.