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BitDrop

  • 32 Devlogs
  • 160 Total hours

This is a pachinko roguelike game inspired by Slay the Spire, Balatro, and Ultrapool

Super Star

As a prize for your great work, look out for a bonus prize in the mail :)

Ship #1

PLEASE READ THE HINTS SO YOU KNOW HOW TO PLAY

I made a pachinko roguelite game that is inspired by balatro, slay the spire, and ultrapool. The game is a web game that is hosted on itch.io so no need to download anything. Have fun!

  • 32 devlogs
  • 160h
  • 19.75x multiplier
  • 3167 Stardust
Try project → See source code →
Open comments for this post

1h 5m 38s logged

UPDATE #32 FIREFOX SUCKS


Summary

FIREFOX SUCKS.
anyways i added a buncha sfx and ct5 found a bug where the game done goofy mode on firefox so i had to fix that


breakdown

  • map hover sfx
  • shop buy sfx
  • cashout sfx
  • basket score sfx
  • node pin sfx louder on playtester request
  • used playtester feedback: this game on firefox compiled weird goofy
  • its up on itchio now wowie

#SHIP TIME YAYAYAYAYAYAYAY

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Open comments for this post

1h 54m 23s logged

UPDATE #31 Balancing


Summary

ITS ALL COMING TOGETHER RAHHHHH. I added like 10 new daemons changed icons and balanced the prices along with sending my project into the hackclub slack for playtesting.


breakdown

  • added 10 new daemons
  • changed icons of every daemon since they shared the same icon
  • balanced prices of consumables and daemons
  • used playtester feedback: some things were confusing so i added more hints
  • used playtester feedback: a button in the shop was unintuative so i made it so that it worked more intuiatively
  • used playtester feedback: playtester found a bug with one of the new daemons that destroyed itself didnt free up a slot

NEXT UPDATE IS JUST SOUND EFFECTS AND MAYBE FEEDBACK FROM SLACK THEN I SHIP YAY IM GETTING THIS DONE BEFORE I SLEEP

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Open comments for this post

4h 35m 21s logged

UPDATE #30 A little bit of everything


Summary

added a loss screen, another pin modifier, changed clone pin graphic, added music, changed map nodes, added overload mechanic

breakdown

  • added a loss screen with a loss sound effect
  • added another pin mod called “Amplify” which just gives 1.5x score on hit to the ball
  • changed clone pin graphic to show the pull distance and changes with leveling
  • added main menu music and gameplay music
  • changed map nodes by renaming them and changing colors around
  • made final boss node bigger than it was originally for emphasis
  • added overload mechanic that basically is a multiplier that increases by .08x per pin hit and decreases by .4x per second and adds the multiplier on scoring

Things to polish before shipping

  • daemons
  • consumables
  • balancing
  • sfx
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Open comments for this post

2h 47m 25s logged

UPDATE #29 Polish Polish Polish


Summary

added a few consumables and added basket mods


breakdown

  • added a consumable to multiply a basket’s mult by 1.5x permanently
  • added a consumable to lower quota on a level by 25%
  • added a pin modifier that makes balls gravitate towards it
  • made it so that consumables in shop can have weights

Things to polish before shipping

  • daemons
  • consumables
  • pin mods
  • screenshake
  • more tutorial steps
  • music / sfx
  • balancing
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Open comments for this post

2h 24m 7s logged

UPDATE #28 Endless Mode


Summary

added a win screen for when you win with a button to go endless mode called “ascensions”


breakdown

  • made endless mode
  • made win screen (prolly should make it look better)
  • fixed bug where you clicking back in a submenu in escmenu would double click and exit out of esc menu entirely
  • fixed bug where you couldnt exit stats menu in escmenu from main menu

Roadmap in order of completion

  • add consumables for baskets to multiply basket mult
  • re-org code before polish and balance cuz its kinda goofy spaghetti silly
  • polish and balance by adding more stuff and things in general to daemons,consumables,stats,settings,pin mods
  • add more screenshakes cuz i only have a few screenshakes
  • music
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Open comments for this post

3h 17m 1s logged

UPDATE #27 Tutorial


Summary

made a hint based tutorial system every time you encounter a new mechanic


breakdown

  • made it so that in 1-2ish lines of code you can add a new hint to any aspect of the game
  • hints pop up only on the first time you encounter a mechanic
  • hints darken the background and go away with a glitch effect and sound effect after clicking “got it” button

Roadmap in order of completion

  • fix some of the bugs i have noted down in a personal doc that are hard to explain
  • endless mode
  • daemon synergies
  • maybe add consumables for baskets still not decided
  • polish and balance by adding more stuff and things in general to daemons,consumables,stats,settings,pin mods
  • music
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Open comments for this post

2h 50m 52s logged

UPDATE #26 Main Menu


Summary

made a main menu


breakdown

  • took the grid background from the map and put it in the main menu
  • took the tri-circle spinning animation from the map and put it in the main menu
  • reused the button class i use everywhere
  • settings button just goes to the settings menu i already made
  • stats button just goes to the stats menu but i think ill change it to a tutorial button
  • terminate button just gives a popup that says “its a web game silly”

Roadmap in order of completion

  • add tutorial
  • endless mode
  • daemon synergies
  • maybe add consumables for baskets still not decided
  • polish and balance by adding more stuff and things in general to daemons,consumables,stats,settings,pin mods
  • music
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Open comments for this post

4h 46m 58s logged

UPDATE #25 Escape Menu three


Summary

added settings and stats page to the esc menu thing


breakdown

  • made it so that you can add more stats and settings with just one line of code to control or display a variable
  • added a gamespeed notched slider
  • added volume slider
  • added screenshake toggle
  • added a bunch of stats in the stats page
  • moved back button to the bottom of the menu

since we are nearing the phase where i ship this project i already have set a roadmap of things i need to do so i figure i could just share it here:

  • add main menu
  • maybe add consumables for baskets still not decided
  • add tutorial
  • endless mode
  • daemon synergies
  • polish and balance by adding more stuff and things in general to daemons,consumables,stats,settings,pin mods
  • music
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Open comments for this post

4h 21m 22s logged

UPDATE #24 Escape Menu two


Summary

pin mods now show what level they are aswell as all the other mods on the pin in the form of colors and dots and hovering shows it more detailed also escape menu has buttons now.


breakdown

  • escape menu now has buttons and a different color back button
  • when opening esc menu theres a glitch effect now along with a sound effect and closing does same thing
  • putting a mod on the pin outlines the pin with the color of the mod and a dot for every level of the mod
  • putting multiple mods on a pin divides the outline into multiple parts

Next update plan

  • add stats menu
  • add settings menu
  • add main menu
  • maybe add consumables for baskets aswell but prolly the update after this one
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Open comments for this post

8h 13m 58s logged

UPDATE #23 Escape Menu


Summary

modularized code for pin mods, added levels and max levels, started work on an escape menu for settings.

breakdown

  • hover on nodes now shows level of the modifier on the node
  • nodes like clone level 1 have it so the payout is split between the two balls and level 2 has it so that it isnt split between the two
  • added menu button next to balance display
  • modularized code for pin modifiers so its easier to add conflicts and such in the future and new features
  • esc puts you in an esc menu to quit run new run settings optinos etc the same as the menu button
  • esc menu stops time and physics aswell as all interaction in game until you unpause
  • fixed issue where reroll text would overflow outside of the reroll box so now it resizes to fit inside of the reroll button
  • node modifiers were also split into a different file

Next update plan

I got sidequested again for the escape menu so ill be working on that in tandem with the modifiers code and stuff

  • make pins on modifiers visually distinct that can be stacked ontop of each other
  • more work on esc menu
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Open comments for this post

6h 14m 45s logged

UPDATE #22 consumable board editor TWOOOO


Summary

made is so you can stack mods on pins and some are incompatible with others


breakdown

  • you can stack mods of different types on pins
  • some mods are incompatible with each other
  • if you modify a pin with an incompatible modifier it will just remove the conflicting modifier from the pin
  • red alert text on consumables with conflicting modifiers
  • hover shows the pins modifiers

Next update plan

  • you can stack modifiers on the same pin to level it up
  • more pin modifier types
  • make pins on modifiers visually distinct that can be stacked ontop of each other
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Open comments for this post

5h 17m 59s logged

UPDATE #21 consumable board editor


Summary

added new consumables that modified pins on the board to do different things


breakdown

  • added system where you can select nodes now
  • added system where you can select multiple things to modify with a consumable
  • added pin effect “mitosis” splits node into two
  • added pin effect “overclock pin” makes pin valued at 1.5mb instead of 1mb prolly changing this this was just testing
  • added pin effect “volitile pin” makes pin add a random payload from 1-10mb also was just testing prolly will modify this

Next update plan

  • add more sound effects
  • make it so mitosis is called miosis and splits the value of the ball into half between the two balls
  • make it so you can modify a pin with multiple modifiers and hovering shows what mods it has
  • make pin modifiers like minecraft enchantments where you can apply some modifiers not with each other like mending + infinity isnt possible in minecraft or fortune + silk touch type thing
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Open comments for this post

3h 11m 49s logged

UPDATE #20 more animations


Summary

got sidetracked from original plan and made daemons look better along with making the map have velocity that keeps momentum after you stop scrolling


breakdown

  • made daemons look better using a dual layer system
  • map has velocity that decreasese in speed after you stop scrolling with mouse click or scroll wheel

dual layer daemon graphics

I think this is kinda cool so basically i have the empty daemon slot image and when a daemon slot is empty it just keeps that sprite up and adds text ontop of that that says empty daemon slot (number). But when you get a daemon it uses the same hueshift function i have from the shop daemons and consumables and hueshifts an overlay with a transparent interior to add color and stuff.

Empty daemon slot:

  1. empty daemon sprite
  2. layered text saying slot number and that it’s empty

Occupied daemon slot:

  1. empty daemon sprite
  2. occupied daemon overlay with hue shift
  3. title and description text overlay + level overlay

then put hover effects and stuff ontop


Next update plan

  • add more sound effects
  • expand consumables system
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Open comments for this post

2h 58m 46s logged

UPDATE #19 more animations


Summary

added buy and sell animations along with fixing a few bugs it was alot faster than initially planned cuz it was just re-purposing existing code


breakdown

  • added buy animation for deamons and consumables
  • added sell animations for daemons and consumablse
  • fixed bug where shop didnt refresh when you re-enter after beating a level
  • fixed bug where boss levels had a smaller quota than normal levels
  • screenshake helper function implemented so i can just put screenshake(intensity,duration); anywhere and add screenshake with one line
  • added a glitch location helper function based off my glitch transition code so now you can do TriggerGlitchAt(bounding-box-using-raylib-rectangle, duration); to glitch effect a location for a duration

Next update plan

maybe 6 hours for this update

  • add more sound effects
  • expand consumables system
  • maybe make daemons look better but that might be for the update after this one
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Open comments for this post

4h 1m 53s logged

UPDATE #18 Shop Graphics Update pt 2


Summary

updated shop graphics for consumables and made a custom class to make custom shaped polygons


breakdown

  • made consumables look better
  • made consumables have a full consumables slot graphic and a not enough money alert
  • made consumables have a background thingy in the shop that looks cool
  • same hue shift graphic trick applied to the consumables like the daemons
  • made insufficient funds for the daemons larger and more clear
  • made a custom class for making polygons with an arbitrary number of vertexs so its faster to make polygons instead of the original way i used which was draw triangle fan
  • made it so the class also detects hovers and clicks built in to make it easier

Next update plan

im hoping this next update can be completed in like 5 hrs or less to keep the pace of more frequent devlogs

  • add buy animations
  • add sell animations
  • screen shake helper function
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Open comments for this post

4h 25m 46s logged

UPDATE #17 Shop Graphics Update pt 1


Summary

updated shop graphics and animation


breakdown

  • used ai to generate a shop item slot and polished it in microsoft paint
  • you can hover buttons and the main part and plays sfx
  • buttons now have 6 vertexes
  • daemons only get bought on left click release instead of on click
  • since the shop items use sprites now instead of vector drawing i now hue shift the sprite to acheive different colors from one sprite (this took a while)
  • reduced shop to have 4 items instead of 5 for balance and to fit the graphics nicer

Next update plan

  • update the consumables section of the shop to look better
  • add buy animations
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Open comments for this post

3h 21m 15s logged

UPDATE #16 Map Graphics Update


Summary

updated the nodes in the map to look better and custom icons along with making the pathways more distinct from the background


breakdown

  • swirling things around node passively
  • gliched nodes have funky movement with their animation which i find cool
  • made pathways more distinct from background lines color
  • nodes now have icons instead of text

Next steps

I currently plan to dedicate the next few updates to improving graphics before i continue with the gameplay changes i have listed below

  • balancing
  • endless mode
  • skill tree
  • overclock shards and daemon leveling
  • daemon synergies
  • more consumables
  • more sfx
  • more animations
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Open comments for this post

4h 1m 53s logged

UPDATE #15 Consumables Shop


Summary

Added consumables to the shop and reduced consumables slots


breakdown

  • you can buy and reroll consumables in shop
  • reroll animation rerolls consumables too
  • the consumables are a different shape then daemons in shop i gotta figure out the colors to be more different tho
  • two consumable slots instead of four

Next steps

i came up with alot more ideas to implement

  • balancing
  • endless mode
  • skill tree
  • overclock shards and daemon leveling
  • daemon synergies
  • more consumables
  • more sfx
  • more animations
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Open comments for this post

6h 4m 56s logged

UPDATE #14 Consumables 2


Summary

Added two consumables, changed price of rerolls and did some code restructuring.


breakdown

  • added a consumable “flash sale” is basically temperance from balatro and gives sell value of all your daemons into your balance
  • added a consumable “dycrypt” and it decrypts unknown nodes so you know what they are
  • moved the payout ball orb stuff to a different file
  • moved the transitions stuff to a different file
  • you can now sell consumables and it adds to the balance aswell
  • two types of consumable one is instant use and one requires selecting something to effect i will use this later on nodes

Next steps

  • balancing
  • more consumables
  • more sfx
  • more animations
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Open comments for this post

3h 56m 44s logged

UPDATE #13 Consumables


Summary

Added consumables slots graphics and the use/sell buttons that do nothing so far mainly ripped from the daemon code along with basic backend structure for consumables.

  • also fixed a bug where hovering sfx never stopped playing on glitched nodes

Next steps

  • balancing
  • consumables actions
  • more sfx
  • more animations
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Open comments for this post

5h 47m 32s logged

UPDATE #12 Audio


Summary

Added sound effects and shop polish


breakdown

  • transition sound (my favorite)
  • bounce sound (need a better one)
  • hover glitched node sound
  • hover daemon sound
  • hover shop item sound
  • hover shop items for more interactivity

Next steps

  • balancing
  • consumables
  • more sfx
  • more animations
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Open comments for this post

1h 51m 14s logged

UPDATE #11 Graphics


Summary

Added moving daemon animation and added encrypted nodes into the map that are a mystery of what it is until you click on them


Next steps

  • balancing
  • consumables
  • shop polish with hovers
  • sfx near the end
  • more animations
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Open comments for this post

6h 15m 14s logged

UPDATE #10 Graphics


Summary

Added money adding animation, 4 new daemons, and a reroll animation

Finer Details

  • rerolls have a glitch animation
  • money scoring summons energy balls that glitch into balance 1 for each remaining ball and 1 for the money winning the level
  • fixed bug where you could have over 5 daemons
  • new daemon “Honeypot Trap” 30% chance to duplicate score
  • new daemon “Firmware Backdoor” +5MB per node hit
  • new daemon “Proxy Chain” multiplier per daemon owned (1.2x,1.4x,1.6x)
  • new daemon “Rootkit Persistence” every 3rd ball scores 3x

Next steps

  • balancing
  • consumables
  • shop polish with hovers
  • sfx near the end
  • more animations
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Open comments for this post

6h 16m 26s logged

UPDATE #9 Map PT 3


Summary

Added menu transitions, fixeds a few bugs

Finer Details

  • changes orange glow on current column to green
  • made the nodes offset on the y and x axis a bit so it looks less grid-like
  • added a glitch menu transition
  • fixed bug where you couldnt interact with daemons in the map menu
  • fixed map generation that generates stray nodes
  • fixed map generate that generated incomplete paths
  • level name it now displayed on box on hover
  • light path that shows a path you can take to get to the node if you hover a future node from current node
  • nodes no longer mostly connect to every single other node

Next steps

  • consumables
  • shop polish with hovers
  • sfx near the end
  • more animations
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Open comments for this post

8h 38m 25s logged

UPDATE #8 The Map PT 2


Summary

Polished the map more and added it into the gameplay loop so that it sets the quota and adds money still no animations for these

Finer Details

  • levels give money now
  • levels have a random amount of money that increase as you go
  • levels interact with setting rewards and score requirements
  • quota and reward are displayed on hover
  • corner brackets appear with easing in and out size on hover aswell
  • changed based unit to MB from KB cuz KB of data are kinda smol
  • fixed some frame update bugs where the stuff updates after selection making it look weird for a frame
  • faint orange glow on the column of levels you are on

Next steps

  • you can’t sell daemons in the map for some reason
  • map polish level node entry point
  • map path generation sometimes generates a void where you cant progress and also every node connects to every other
  • consumables
  • shop polish with hovers
  • sfx near the end
  • more animations
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Open comments for this post

9h 10m 56s logged

UPDATE #7 The Map


Summary

I made it so rerolls cost money, empty daemon slots have a graphic now and started the start of a level map/selector.

Finer Details

  • made a hacking style map based on slay the spire’s level selector
  • map currently randomly generates nodes and connections
  • map scrolls using left or right click along with scroll wheel
  • nodes also have random descriptions as ive yet to come up with names for enemies and bosses i thought NETWATCH from cyberpunk 2077 would be cool
  • if you can’t afford a reroll the button gets darker to signal

Next steps

  • you can’t sell daemons in the map for some reason
  • finish map to link to game
  • consumables
  • shop polish with hovers
  • sfx near the end
  • more animations
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Open comments for this post

5h 5m 3s logged

UPDATE #6 The Black Market part 2


Summary

I started finishing the shop system i started last devlog. I added rerolls to the shop aswell as a next round button. I also added 2 new Daemons.

Finer Details

  • New Daemon “Schrodinger’s Basket” 50% chance of 2.5x points 50% chance of .5x points
  • New Daemon “Dark Web Node” 5% chance for 15x points on scoring
  • made it so when you buy a daemon it gets sold out instead of infinite stock
  • daemons you have dont show up in shop
  • next button currently goes back to normal game but i want it to go to a levels screen/map like slay the spire
  • made credits balance have a thousands seperator of “ “ instead of nothing and no comma cuz a spacebar looks cooler

Next steps

I want to add a graphic for empty daemon slots and add consumables of some sort and the upgrading daemon system along with the slay the spire level map. shop could use more polish with hovers and icons.

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Open comments for this post

9h 47m 2s logged

UPDATE #5 The Shop part 1


Summary

I started work on a shop system and have item purchases up now. I added a few new daemons and squashed a few new bugs.

Fine Details

  • New Daemon “Loyalty Points” 2x points every 5 pins hit
  • New Daemon “Mesh Network” 1.5x score for every ball in play
  • somehow made it so that the description variables werent being assigned in the class and took an hour to hunt that one down
  • added a shop screen with the ability to buy a daemon
  • extracted button logic from multiple places to a function to draw the button instead
  • increased max score from -9.22 × 10^18 to 1.7 x 10^308 bytes
  • made scores that are extremely large get formmated to scientific notation

Next steps

Still considering that hands system for later maybe in 3 devlogs

I want to add a graphic for empty daemon slots and have you a bought item graphic so you cant buy it again in the same shop. reroll and next round button in shop.

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Open comments for this post

6h 17m 4s logged

UPDATE #4 The Daemon Frontend


Overview

I made Daemons almost fully functional and made them affect the gamestate. I also added a visual so you know which ball is being effected by which daemon.

Fine Details

  • i accidentally used ^ instead of std::pow for one of my functions so it took a while to debug
  • i added text wrapping to Daemon descriptions so that long descriptions dont overflow
  • added a sell value to daemons and linked it to the credits display
  • lines between daemons and balls fade out
  • made is so that the line picks a random starting point on the left side of the daemon

Next steps

I’m thinking of making a hands system where you choose how many balls you drop at the start and then you have to wait till they all score before you can drop more balls.

I want to add a graphic for empty daemon slots and add a shop system which pops up after you pass the score threshold and all balls finish scoring.

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Open comments for this post

8h 43m 47s logged

UPDATE #3 The Daemon Backend


Overview

just worked on backend this update and minor graphical changes. I made it so you can click on the daemons and move them up and down aswell as sell them.

Fine Details

i also changed the level of the daemon indicator location, added the graphic for overclocking (buff past max level planned in future basically), and made it easier to make daemons.


Next steps

i wanna add a sell value to the daemons to add to credit balance and make the credit balance actually exist. animations and making the daemons do stuff is next step then get back to pachinko

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Open comments for this post

7h 28m 3s logged

UPDATE #2


Overview

added a class system for my daemons to try to be able to implement a large amount of them including daemon level, color, effects, etc. Made the balls bounce on pegs with animation and hover animation on daemons. also added the balls have a value shown and when scored the scored data is moved upwards a bit until it disappears


Next steps

the next steps i hope to achieve before the next devlog is that i hope to have a partly functional daemon system that works with the game or atleast be able to reorder and sell them before next update.


AI USE

  • had ai generate the daemons vector graphic
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Open comments for this post

5h 9m 26s logged

UPDATE #1


so this is the start of my game “BitDrop” it’s a pachinko roguelike that takes inspiration from games like balatro,slay the spire, ultrapool.


How it works

Your ball starts with a starting score of something i havent figured out the value of yet and gains score to and cashes out at the bottom. The 5 things on the right are jokers from balatro but like 100% original totally not jokers and are called daemons. There is a target Quota score measured in bytes with the base unit being a kilobyte and so on.


The plan

currently the plan is to have a limited amount of balls per turn and if you put multiple balls at the same time you gain a higher score multiplier but if you have balls leftover you get more money. The pegs i think would be able to be upgraded and the balls aswell. The baskets will prolly be the same throughout and the daemons will assist with scoring higher


What i have so far

  • graphics
  • balls drop have have physics
  • balls bounce off pegs
  • everything else not listed is placeholder graphics
    but yeaaaaa thats about it and the idea for the gameeeeee thank youuuuuu
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