One of my friends mentioned how this is an issue, so I have patched it for future updates. Basically if you have autodrop turned on and the cooldown is low enough, it'll switch to a solid bar.
Thanks for playing! I do have board upgrade ideas and some ideas for prestige. Next update should have those plus a save system. It's going to take a while though, I decided to redo all my code to make it easier to add features.
That's so cool lol. Nice to see gameplay footage this early, didn't think someone would take the time to record lol. Thanks so much! I've fixed the UI so in the future it won't be cut off.
I had something similar in previous versions, but it really messed with the balance and it forced the board to be smaller to fit on the screen. So I decided it would be better to simplify.
I could maybe do what cookie clicker does and have one of them be boosted to like 1000x for like 30 seconds. Might be cool.
Thanks for playing! I'm planning on adding some sort of presitge system to reset all your progress but gain some boosts, so eventually green and yellow should be usable.
Unique idea and nice visuaisation, but some things that I disliked:
1) There were only 3 upgrades, would love an upgrade, that lets me upgrade / change the weight of the balls on one or other side ( for increased luck to get on 10, 5 and 2x )
2) the upgrade costs went up way too high. Instead of me being able to buy more and more upgrades, the rate at which I could buy increased and then quickly decreased. I would change up the math you used to create the prices.
3) Would love more balls with unique textures :P if you could make a scrollable tab similar to cookie clicker, that would be dope asf.
Woah, thanks for all the feedback and thanks for playing!
1) That's an interesting idea, I'll look into maybe adding more pegs on the board that block you from hitting 1x, 2x, and 5x as upgrades.
2) Yeah, costs do get high very fast. I'm currently working on a prestige system, so the game balance is built for a prestige system, without the ability to prestige so it's way harder that it should be.
3) By unique textures, do you mean like skins and design? Or would that also be balls that ware worth more than just $1, $10, and $100.
4) But saves are hard.... (I'll get them is as soon as possible lol)
Yeah, more upgrades would be nice. By unique textures I did mean balls that are above the $100 dollars. Will be following and getting addicted to this game in the future :>
I'm concerned the UI is going to get cramped, but I'll probably figure something out. I'd love to get higher cost balls in the game, I guess we'll see what happens lol.
I'll try to keep the updates coming lol. The next one is going to take a while, but you'll be able to save :)
I have only just unlocked the green ball, but ideas I would have so far would be to have the play area central and a little larger. Also further possible upgrades for a game of pachinko would be % chance increase that pegs send balls left or right. An upgrade to this could be that the bottom row of pegs launch balls to the left or right rather than just nudge them.
I am guessing that it would be nice to be able to turn off the auto on the lower level balls once the higher level balls are going quickly. With hindsight, this is unnecessary, both because there is no collision between balls and because the basic ball is the most profitable until WAY into the late game.
While it is nice that the balls don't actually touch each other, allowing for many balls to occupy such a small space, it does make one problem apparent. I have a green ball stuck on a peg. With no contact between balls, I am guessing that this peg will remain here for ever. So either the pegs need to be truly round or there needs to be a nudge button like on a pinball table, to free any stuck balls.
Actually, maybe only one peg has this issue as all the other pegs seem to work properly. It is the second row from the bottom, the peg above the right hand x2 slot. I wonder if something was overlooked in the design of this particular peg.
Its relatively easy to max out the first ball so you have 200 $1 balls being produced every second. The green and yellow balls take forever to catch up, assuming they can also go down to 0.05s. But as you have an idle game planned based on this, there will be other aspects to focus on.
The yellow bar seems to hit 100% a little past the visible part, like full is actually only 95% full.
After leaving the game running for a while, it seems that many of the pegs have a ball stuck on them, though it is hard to tell as there is a constant flow of balls.
And even with 9 green balls every 0.88s, white is still more profitable.
I also noticed that the URL name is Idle Pachinko, but the name in the bottom right corner is Idle Gambler. Is your intention to have other games like an Idle Slot Machine etc.?
The progress bar thing is just a visual error, I think. Do you understand what I mean with it? I don't think I explained it very well!
Yeah, my initial idea was to have some other casino style minigames to make money, high risk for high reward. I'm leaning a lot towards the Pachinko style for now though so I decided to change the name to refelct that. Maybe I'll have minigames in the future where you can gamble your money away lol.
Progress Bar: I see what you mean now, still should be an easy fix. The border for the progress covers the end a bit so it looks like it's done when it hasn;t reached the end.
Hi, I played until the white balls fell like a waterfall and saw that some are stuck ontop... so there is a perfect spot for the balls to stay there and as there is no cliping they never fall down... Content wise: I would have loved some influence where the ball falls....pressing a button and it is always at the same place is kind of strange or?
I am working on a fix for the balls getting stuck. I'll also look into letting the player pick where the balls spawn. Seems like a cool interactive element.
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Last played the game exactly 69 days ago and it has gotten such a nice visual upgrade as well as theres now a save + load system. Good job man :D
I played.. a bit too long..
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Cooldowns seem to take twice as long as listed, eg. the yellow ball starts at 10 seconds, but I've counted 20!
You're right, I think I goofed something in the code. It only gets worse the longer the time is, at lower times it's more accurate.
hope you used delta time if you made your own timer function :D
IDEA: when past a certain time frame (0.75?) the bar to respawn flickers FAST and can be hard to look at
would recommend a solid bar with a gradient perhaps instead?
Hey thanks for the feedback!
One of my friends mentioned how this is an issue, so I have patched it for future updates. Basically if you have autodrop turned on and the cooldown is low enough, it'll switch to a solid bar.
This game shows great promise dude, all i wanna see is a sort of mock prestige system and a way to upgrade the actual board.
Thanks for playing! I do have board upgrade ideas and some ideas for prestige. Next update should have those plus a save system. It's going to take a while though, I decided to redo all my code to make it easier to add features.
Idle Pachinko Gameplay
That's so cool lol. Nice to see gameplay footage this early, didn't think someone would take the time to record lol. Thanks so much! I've fixed the UI so in the future it won't be cut off.
Screen is cut off on the right.
Hey, thanks for playing. I'll make sure to fix the aspect ratio for the next build!
Thanks
rare 1000x would make it more satisfying
Hi, I'll do some testing and try to get a 100 or 1000x in there if it's balanced.
considering the mathematical odds, in order 1 2 5 10 50 100 500 1000 would be fair enough
I had something similar in previous versions, but it really messed with the balance and it forced the board to be smaller to fit on the screen. So I decided it would be better to simplify.
I could maybe do what cookie clicker does and have one of them be boosted to like 1000x for like 30 seconds. Might be cool.
costs just become way to high to get greenand yellow up to usable levels
Thanks for playing! I'm planning on adding some sort of presitge system to reset all your progress but gain some boosts, so eventually green and yellow should be usable.
Wasted a good 30 mins on this game.
Unique idea and nice visuaisation, but some things that I disliked:
1) There were only 3 upgrades, would love an upgrade, that lets me upgrade / change the weight of the balls on one or other side ( for increased luck to get on 10, 5 and 2x )
2) the upgrade costs went up way too high. Instead of me being able to buy more and more upgrades, the rate at which I could buy increased and then quickly decreased. I would change up the math you used to create the prices.
3) Would love more balls with unique textures :P if you could make a scrollable tab similar to cookie clicker, that would be dope asf.
4) saves :D
Woah, thanks for all the feedback and thanks for playing!
1) That's an interesting idea, I'll look into maybe adding more pegs on the board that block you from hitting 1x, 2x, and 5x as upgrades.
2) Yeah, costs do get high very fast. I'm currently working on a prestige system, so the game balance is built for a prestige system, without the ability to prestige so it's way harder that it should be.
3) By unique textures, do you mean like skins and design? Or would that also be balls that ware worth more than just $1, $10, and $100.
4) But saves are hard.... (I'll get them is as soon as possible lol)
Yeah, more upgrades would be nice. By unique textures I did mean balls that are above the $100 dollars. Will be following and getting addicted to this game in the future :>
I'm concerned the UI is going to get cramped, but I'll probably figure something out. I'd love to get higher cost balls in the game, I guess we'll see what happens lol.
I'll try to keep the updates coming lol. The next one is going to take a while, but you'll be able to save :)
make the auto upgrade cheaper pls
Thanks for playing! I think I'll half the auto drop costs for the white ball. I'll do some more testing for the others.
I have only just unlocked the green ball, but ideas I would have so far would be to have the play area central and a little larger. Also further possible upgrades for a game of pachinko would be % chance increase that pegs send balls left or right. An upgrade to this could be that the bottom row of pegs launch balls to the left or right rather than just nudge them.
I am guessing that it would be nice to be able to turn off the auto on the lower level balls once the higher level balls are going quickly. With hindsight, this is unnecessary, both because there is no collision between balls and because the basic ball is the most profitable until WAY into the late game.
While it is nice that the balls don't actually touch each other, allowing for many balls to occupy such a small space, it does make one problem apparent. I have a green ball stuck on a peg. With no contact between balls, I am guessing that this peg will remain here for ever. So either the pegs need to be truly round or there needs to be a nudge button like on a pinball table, to free any stuck balls.
Actually, maybe only one peg has this issue as all the other pegs seem to work properly. It is the second row from the bottom, the peg above the right hand x2 slot. I wonder if something was overlooked in the design of this particular peg.
Its relatively easy to max out the first ball so you have 200 $1 balls being produced every second. The green and yellow balls take forever to catch up, assuming they can also go down to 0.05s. But as you have an idle game planned based on this, there will be other aspects to focus on.
The yellow bar seems to hit 100% a little past the visible part, like full is actually only 95% full.
After leaving the game running for a while, it seems that many of the pegs have a ball stuck on them, though it is hard to tell as there is a constant flow of balls.
And even with 9 green balls every 0.88s, white is still more profitable.
Thanks for playing and for the feedback!
I think you brought up a lot of good points lol.
Play Area: I'll mess around with the UI and see if I can centralize the play area.
Pachinko Probability: Maybe un upgrade that adds more pegs to the board? SO that the balls always go to the 2x, 5x, and eventually 10x sections?
Basic Ball being OP: Working on balancing it right now. I'm contemplating adding a prestige system, which resets you progress buts gives you
Balls getting stuck: This should be a pretty easy fix.
Progress bars not hitting 100% or going over 100%: Should be an easy fix.
I also noticed that the URL name is Idle Pachinko, but the name in the bottom right corner is Idle Gambler. Is your intention to have other games like an Idle Slot Machine etc.?
The progress bar thing is just a visual error, I think. Do you understand what I mean with it? I don't think I explained it very well!
Yeah, my initial idea was to have some other casino style minigames to make money, high risk for high reward. I'm leaning a lot towards the Pachinko style for now though so I decided to change the name to refelct that. Maybe I'll have minigames in the future where you can gamble your money away lol.
Progress Bar: I see what you mean now, still should be an easy fix. The border for the progress covers the end a bit so it looks like it's done when it hasn;t reached the end.
Hi, I played until the white balls fell like a waterfall and saw that some are stuck ontop... so there is a perfect spot for the balls to stay there and as there is no cliping they never fall down... Content wise: I would have loved some influence where the ball falls....pressing a button and it is always at the same place is kind of strange or?
Hi, thanks for playing!
I am working on a fix for the balls getting stuck. I'll also look into letting the player pick where the balls spawn. Seems like a cool interactive element.