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A jam submission

PegatelleView game page

Infinite Pachinko Roguelite - Made for HYPLAY Indie Galactic #2
Submitted by Profour — 3 hours, 24 minutes before the deadline
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Pegatelle's itch.io page

Results

CriteriaRankScore*Raw Score
Score Chasing#33.5773.577
Fun#53.5003.500
Overall#53.4693.469
Originality#53.7313.731
Presentation#123.5003.500
Theme#143.0383.038

Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game relate to the theme?
The game is a pachinko machine that has only one pachinko ball shot. Score is calculated based on how many pegs killed, gold accumulated, distance travelled, etc and is uploaded when their one shot dies, completing the run. Leaderboards are available with detailed information per entry to see each user's stats.

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Comments

Viewing comments 21 to 2 of 21 · Next page · Last page
Submitted(+1)

So, I was checking out if it's possible to become invincible.
Guess I was right, lol.
Since I'll have to quit, I don't think it'll be on the leaderboard. Welp, it was a good play

Developer

Haha nice! Well played.

Since you have played a lot, is there any particular item that you preferred, or any item type that you would like to see added into the game?

Submitted(+1)

Cool,
These are some thoughts I had/ things I noticed,
-> Monocle is extremely overpowered in the late game when you'll definitely have a lot of coins. My score was 180,000 at 60 min when I got monocle after which  I crossed 6 mill at 120 min.
-> The chance to heal health on damage (band-aid) and  reduced damage (bible) feels like an inferior version of the block damage (shield). The shield has the best effect (apart from the gold rarity) but has the lowest rarity.
->  The heal on hit (blood)doesn't make much sense when heal on kill (one of the cards) exists since the only pegs that can't be killed in one shot are the ones that damage you. Same goes with heal on crit and block (the other cards) feels inferior to heal on kill.
-> A bug I found, if  you have heal on hit and you're in the chest or hand your health still goes up. (Technically it's possible to wait until your health full and then continue with the game)
->  I never really got good at controlling the ball, so a power up that reduces bounce/gives more control to the player might be an idea.
-> Summon on damage doesn't make much sense .
-> Money doesn't have much use in the late game apart from score.

Developer (3 edits)

First off, thanks so much for the detailed feedback! Really appreciate the time you put into it and it is helpful for me to hear other’s perspectives.

Monocle is extremely overpowered in the late game when you’ll definitely have a lot of coins. My score was > 180,000 at 60 min when I got monocle after which I crossed 6 mill at 120 min.

Good point about the monocle. I thought it was going to be pretty powerful, but didn’t worry too much about balancing it because being powerful is fun lol. Going forward though, I do believe the cost of chests/shrines will scale with difficulty to help keep the total amount of money of the player lower than it is now.

The chance to heal health on damage (band-aid) and reduced damage (bible) feels like an inferior version of the block damage (shield). The shield has the best effect (apart from the gold rarity) but has the lowest rarity.

This was actually intentional, but maybe I made them too weak. There was a talk by the Risk of Rain developers about item balance where they mentioned they intentionally had some items that were “trash”/“filler” items to make the good rolls feel even more impactful as well as have items that were good targets for sacrificing through other mechanics. Unfortunately I didn’t have time to add the sacrifice item mechanic, but I still plan to add something effectively where you destroy an item for the low chance of getting a higher quality item back.

The heal on hit (blood)doesn’t make much sense when heal on kill (one of the cards) exists since the only pegs that can’t be killed in one shot are the ones that damage you. Same goes with heal on crit and block (the other cards) feels inferior to heal on kill.

On hit/On crit effects can also proc simultaneously with on kill, so they should be roughly equivalent in terms of effectiveness. Agreed that the on block would be substantially weaker than them as you generally will be hitting/killing/critting more often than blocking.

A bug I found, if you have heal on hit and you’re in the chest or hand your health still goes up. (Technically it’s possible to wait until your health full and then continue with the game)

Ah yes, it makes sense that your health will go up while you wait in the chest, but the difficulty of the game is also increasing while you are in the chest. I should probably just instantly launch you out of the chest/hand the moment you acquire the item so people aren’t tempted to sit in it.

I never really got good at controlling the ball, so a power up that reduces bounce/gives more control to the player might be an idea.

Ya, I agree ball bounce is too high so I planned to reduce that overall, but having an item that can reduce even more is a good idea!

Summon on damage doesn’t make much sense.

Hah, ya that was an item I threw in quickly because the backing mechanics were easy to implement so it was a “cheap” item to code in quickly for the jam. Main reason I added it was because I personally enjoy the game more when I see a ton of different summons bouncing around in addition to my ball so I wanted to cover all of the different on chance events. Agreed though that generally taking damage is something you want to avoid, so the summon it creates should be extremely powerful to counter balance the weird condition to create it.

Submitted

I'm suprised how long I spent on this game, well done! Love how the music just slows down when more and more things load  haha! Great work good art, good sound effects, good music. Addicting upgrades, I went full hp.

Developer

Hah, ya the music slow down is not intentional unfortunately. I believe there is some underlying issue with Godot still when running in single threaded web export mode, but I didn’t have time to dig into why or if there was any way to prevent it from occuring. The windows/linux downloads thankfully don’t exhibit that bug.

Thanks for playing and your feedback!

Submitted(+1)

So far, this game is my most favorite in this game jam. The gameplay is so addicting and I'm flabbergasted that the game also has a customization feature, upgrade feature, currency and also difficulty settings. Great work for the developer of this game! The pixel artstyle is good and simple. I have nothing more to say.

Submitted(+1)

This is a fun game. Before I started I thought, "hm, how hard can this be if I'm allowed to move the ball?" After playing, I get it. It's like trying to swim in rough waters, I have some say in where I go, but for the most part I'm at the whim of the waves.

Everything about this is killer. The music, the polish, the colors, sounds, upgrades, Godot plushie! The clouds starting out with rain and then moving to lightning. There is so much depth here! I have more thoughts than I can organize, so I'll just say hats off to you! This is a masterpiece.

Performance was no issue on web (Firefox and Windows 11) except for when large amounts of particles were emitted, which I know is an issue with Windows.

Submitted(+1)

Wow, what a great game! A Peggle idle RPG is a really fun concept, and something you can play all day by just having it run in the background while you work. Although, it was hard for me to resist the temptation to push the ball around with WASD, so maybe it's not completely idle :P

Btw, nice leaderboard implementation! It's a cool idea to include player stats with peoples' scores. I also added json database support to mine, but only used it to keep track of which level you've unlocked. This makes me want to explore that a bit more, maybe by adding stats like accuracy, number of each dino killed, number of reloads, etc, or a simple trophy/achievements system.

Submitted(+1)

I BEAT 63 000!

Submitted(+1)

Quite difficult but really fun GG !

Submitted(+1)

Lovely game.
Everything is soo good, I played this for a long time.
 Will definitely come back to get  a higher score.

Submitted (4 edits) (+1)

The active main menu screen is such a good touch 👌 absolutely love it, it's a great first impression. This is one of the only games so far (i've played like 50 games atm) that has 7 pages of leaderboard scores, which I think is awesome as more people get to see their name on the leaderboard even if they are ranked low. Multiple types of balls + difficulty adjustment are amazing to see for a game jam entry, rarely get to see option to choose difficulty (my game included 😂) Gorgeous work on the dot style level artwork (reminds me of that craft drawings where you put beads to make a drawing) + the length of the level itself.  (its not procedural right, the bar at the side indicates the length you are at, right? ). Having Abilities is really really nice as it helps with progression and doesn't make the game feel linear but I was unsure what some of the abilities do, I see that you tried make the image of the ability explain what it does, which is a clever design but yeah.. and just after typing that I saw that if you hover over the abilities it describes them so ignore the above haha, this is one of those games where you lose track of time simply. Also love the 'you can let it play by itself' nature of the game. YOU SHOULD DEFINITELY AIM FOR A STEAM RELEASE. It falls in the category of cookie clicker type games imo. Absolutely Excellent & Extremely though out entry, one of my top 3 & my highly rated so far game  :)

Developer(+1)

I hadn’t though of the similarity to Perler beads before, but you are exactly right. That is definitely a good source of inspiration for me in the future!

As for the level, it is actually procedurally generated by pulling from pre-generated segments weighted by rarity/filtered by difficulty. Certainly room for more improvement on the segments that I hand created. Need a lot more variety, but I think the base procedural gen algorithm isn’t too bad.

Thanks for your kind words. Definitely encouraging to me and hopefully I can push for a Steam release :)

Submitted(+1)

So they're called perler beads, haha. Oh yes, it is definitely more than 'isn't too bad' it's solid, I was just curious & if you ever do put up a steam page, do hmu with the link. I'll get it for sure :)

Submitted(+1)

Very fun. Took me a bit to grok the concept (I was trying to get every single dot and didn't realize you took damage) but once I did I progressed faster. Polished and well designed.

Submitted(+1)

Fun and polished game! So many cool mechanics in one game, pachinko with life, boosters and little control.

Submitted(+1)

Extremely addictive, refreshingly original and well designed game! Well done!

Submitted(+1)

The amount of features in the game is quite incredible , and it feels very polished for a game jam game.

Unfortunately I feel like the pacing of the game was far too slow, and it didn't feel like there was enough skill expression to make me want to push for a high score.

With respect to pacing, I think the runs should be faster, and the player should die quicker.

With respect to skill expression, I'm not exactly sure, but maybe something like a big bonus for passing through/hitting specific points of interest in a short time period.

Add some extra juice to get some more dopamine flowing, create some interesting synergies between items, and I could definitely see myself buying this on steam for something like $5.

Great job.

Developer

Thank you so much for taking the time for the detailed feedback. I am considering if I want to invest the amount of time it would take for a Steam release so it is helpful to know what you consider a good price point for a game like this would be.

Juice is definitely one of my weak points and hopefully I can keep improving in that area.

For my own info, when you say it is too slow, were you using WASD heavily or only pressing occasionally? Looking at most of the entries in the scoreboard, I believe I didn’t emphasis the movement abilities (WASD directional control) strongly enough as it plays a huge amount into your ability to traverse the levels quickly, dodge obstacles, and focus your movement. For me personally, I find the early game to be quite fast and late game has to slow down due to the amount of spikes I have to dodge. I am rapidly using the movement buttons (200+ APM I’d guess) to descend the map very quickly and have a lot of ball control despite some of the random bounces. That is how I was able to get a score of over a million on one of my best playthroughs.

Submitted(+1)

Happy to help!

I was using the movement keys very frequently. On my first playthrough, I found myself spamming “s” to try and move quicker through the level. 

After realizing I could basically move wherever I wanted, I realized I could probably mop up all the points in the early game, and collect as much cash/items as possible, but it felt like that would take so long that it didn’t feel worthwhile to do.

I still think the primary issue is the pacing - I think an arcadey type game like this should have quick runs with fast action that make you want to hit replay over and over again to try and improve your score. I’d imagine your playthrough that got 1 million points must have taken quite a while to finish, and I’m not sure most players would have the patience to play for that long

Developer(+1)

Thanks for providing that follow up info. That is extremely helpful to me. I’ll have to think on this a bit more as you make a great point about fatigue of chasing points.

Submitted(+1)

It seems like you've got the right mindset, and you clearly have the ability to execute, so keep it up!

Submitted(+1)

It is a really well made game. I found it to be very engaging but with a bit of slow pace. The leaderboard system is awesome and very detailed. The music also sounds nice. Overall I had a blast playing it. I did notice a bit of stutter occasionally and when checked the RAM it seemed to be taking more than usual amount of memory and the memory usage kept on increasing unless some tasks were getting automatically killed by windows/browser (maybe that caused the stuttering). I use mozilla firefox so it could be a browser issue.

Submitted(+1)

This was extremely polished and well made! I had a great time with it and managed to get 4th place on the leaderboard with my 2nd attempt.

The only thing that needs work imo is overall pacing of the game. It’s a bit too slow and doesn’t ramp up quickly enough. I think the variety in powerups is great but a lot of them feel really minor and its hard to notice theri effects. Maybe part of the difficulty should be the density of pegs since regardless of what level youre at, controlling the ball is difficult when you’re bouncing around like crazy. Give the player a bit more freedom to move around and collect money/upgrades early on before you introduce hazards and moving pegs.

I also think you should incentivize the player to break pegs by maybe giving a score boost when they clear a section. As my playtrhough went on i found myself just smashing the down arrow to try and get to higher difficulty sessions which made the pegs feel more like an obstacle than a target.

Overall though this was a fun and very well put together game. With some tweaks to the formula you could turn it into something dangerously addicting

Developer(+1)

Thanks so much for the detailed feedback. Absolutely agree with your points and something I intend to refine post jam. Biggest issue I was running into was the time constraints of the jam doing it all myself while working a full time job is tough and not making the items so overpowered that you were effectively invincible. Early testing I had some items at 2x or 3x effectiveness, but it allowed me to do full screen clears of pegs when the right cascade of conditions triggered. The procedural generation algo definitely needs more tuning and more content to socket in to get the right pacing that you describe as well.

Thanks again for the feedback and I will take it to heart when working on this more in the future!

Submitted(+1)

Incredible! Definitely a game I could spend hours playing. If you add it to mobile, I’d for sure be playing it all the time. I loved the little touches, like the raindrops falling from the clouds and the petals falling from the trees, every detail! I really enjoy these kinds of games where you keep upgrading. Amazing job!! There was a point where I was actually wanting to die because I had been playing for so long, lol.

Developer(+1)

Thanks so much for the kind words! I’m addicted to these kinds of games, especially power creep over time with roguelites, so I’ve been trying to get better at making them. Glad you enjoyed it!

I went crazy trying to break the hardest difficulty and finally managed to nearly go infinite (nearly an hour in one session). I definitely need to keep adding more variability in the level generation to keep it feeling fresh the longer you play (so you dont want to force die). image.png

Submitted(+1)

You really took advantage of that JSON database they offer - really inspiring honestly. Game felt really complete for a unique experience - however I felt like my input was just tediously mashing the same button over and over.

Not a bad game at all, great job my dude

Developer

You make an excellent point about input mashing and it is something I will need to think about on how to improve. I was torn between the button mashing style of a lot of arcade games, versus something maybe more deliberate (the buttons have a cooldown on them for example). Thank you for the feedback, it is something I will think hard on.

Submitted(+1)

nice rougelike, feels very complete, especically the way you can see everyone's playthrus on the leaderboards

great job!

Developer

Thanks! Ya, when I saw the JSON database feature on Hyplay I really wanted to incorporate that somehow so I ended up using that to store more information about the player’s high score game. I’m looking forward to browsing it after the jam ratings end so I can see if there are any trends in player’s liking certain items over others to help me balance things better.

Submitted(+1)

Great game

Submitted(+1)

Well done!

Viewing comments 21 to 2 of 21 · Next page · Last page