The “extreme challenge” I gave myself was to try and increase affordance while also minimizing the number of sprites and effects used. I got rid of the block breaking sprites and particle effects and instead set the RGBA values of the blocks to fade towards white as they get closer to being destroyed (and leave a white ghost when destroyed). I did the same with the background so that it fades toward white in proportion to the number of blocks that are remaining.
The goal becomes draining the colour from the game and ending with a black and white screen.