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A jam submission

PlinkoOoOoOView game page

Plinko but the balls get bigger and smaller and multiply
Submitted by Megukaphii — 1 hour, 56 seconds before the deadline
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PlinkoOoOoO's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#65211.8552.833
Overall#71421.4182.167
Style#71991.3092.000
Enjoyment#72701.0911.667

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
You build a plinko table, and then the balls scale up or down (in size and number)

Development Time

96 hours

(Optional) Please credit all assets you've used
https://opengameart.org/content/space-star-background
https://opengameart.org/content/cannonball
https://opengameart.org/content/vortex-background
+ assets developed by our team incl. Shadoweagle7's music:
https://soundcloud.com/matthew-aliwarga/interstellar-cruise-control

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Comments

(+1)

A bit too buggy to play for long (potentially user error, hard to know for sure with lack of tutorial), but the idea is definitely there!

So the obvious suggestions are:

  • a tutorial, or at least instructions on the controls (for others playing, it's click and drag with mouse & spacebar to drop a marble; you have placeable pegs in the bottom left corner, and the small black circles change the size of marbles that hit them)
  • fix music (seems to mute after going to another level or something)
  • fix progression (I couldn't move on to the next level even after capturing the correct-sized marble, or I couldn't spawn a new marble when there were multiple baskets)
  • better feedback to the player on if they were successful or not, such as labeling the marble size and a little victory screen on a completed level

More subtle suggestions:

  • add an onion skin / afterimage of your last marble's path and a ricochet indicator, so the player doesn't have to place new pegs quite as blindly. At the moment the game feels more like trial-and-error than calculated decisions.
  •  being able to launch the marbles with a bit more control would add a whole other layer of fun/depth, much like Peggle.
  • right now you can move pegs in real-time while a marble is active. This isn't necessarily a bad thing, but it does kinda break the difficulty. I'd either remove it or lean *really* hard into it. I had fun trying to juggle the marbles to get some trick shots.

If any of my ramblings don't make sense (i.e., they actually do already exist or something), my bad, but also consider that an extra indicator of the need to clarify things for the player.

Nice job coming up with a really unique take on the theme ðŸ’™