Hello Everyone! I hope that you're all well and have had a lovely start to the new year. It's been a WHILE since my last update, and I wanted to bring you up to speed on the game's progress.
General Update:
At the beginning of last year, I had started a new job that has demanded a substantial amount of my time. Balancing this with game development has proven to be a challenge, and progress has been slower than anticipated. However, I want to assure you that the project is still very much active and not abandoned, despite the recent lack of communication.
Bad News:
Unfortunately, around the same time last year, I encountered technical issues with the main game files. Despite multiple attempts to resolve the issue using backups on my PC, I have been unsuccessful. Additionally, the USB drive containing frequent backups of the game is currently somewhere in the abyss... While the situation is less than ideal, I want to assure you that I have not given up. I am actively exploring various avenues to rectify this setback. Admittedly, this did impact my motivation for a period, causing further delays in the envisioned timeline.
Good News:
On a positive note, the section of the game I have been working on is in a really nice state. It's progressing well and has been developed in a more efficient manner, incorporating valuable lessons learned from the initial version. I am pleased to announce that I am targeting the release of a new playable version by sometime within the month of March. Although it won't be the finished product as initially planned due to the file setback, it will be in excellent shape and, hopefully, surpass the quality of the original. These positive developments are a result of upgrades to the base gameplay, aligning it more closely with its original intention of resembling a deck-builder. While I'll keep additional details under wraps for now, I plan to share some sneak peeks through the Discord and possibly my Twitter to keep everyone engaged and informed. I appreciate your understanding and patience as I navigate through these challenges. I'm looking forward to sharing more exciting updates soon! Happy New Year to you all, AcidicDuck
HELLO! I just figured I'd post a little update on what's going on with the game at the current moment - there isn't another update just yet, but the next one planned is going to be big. With a whole new mode coming in and hopefully an entire overhaul to the game allowing it to feel much more polished en route! There isn't much I want to say about it right now - besides what has been discussed over in the game's discord, but I just wanted to make sure people don't worry that the game has been ditched and/or forgotten! If there are any big bugs that you HAVE come across and haven't already reported - feel free to post them in here and I'll get them fixed and published before continuing with any of the extra stuff! Thanks for playing, y'all :)
Fixes - Decayed Leaf shows the correct sprite. - Fixed the collisions on some of the pinballs. - Fixed issues where certain pinballs were never showing up in the shop. Changes - Acorn Pinball now reads "Gives $0 (+1 for every 25 health you current have) per peg hit." instead of every 20 health. Additions - Sound effects to certain parts of the game that will hopefully make it feel better to play overall!
Hello! :D Been pretty busy these last few months that has led me to have let this update be delayed and delayed, but I'm glad to finally be getting it released! I'd love to hear thoughts, but to me, the game is really starting to feel more complete... More levels will come with time, but from here on I believe I'm going to be making polishing and balancing the game a priority in it's current state and am already admiring all of the feedback already currently given over in the discord! It's been really exciting for me to see the recognition that the game has recieved and am equally excited to see where I take it! Thank y'all <3 Not just that, but with Halloween right around the corner, I felt that there wasn't a better time to release this new update introducing another brand new set of levels and enemies - Hell. Additions - A brand new area - Hell. - 3 new BOSS enemies (each with their own unique effects). - 3 new smaller enemies (each with their own unique effects). - 5 new difficulty modifiers present in Hell levels 2 through 6. - 15 new Pinballs (1 Tier 1 Rarity (White), 3 Tier 2 Rarity (Green), 7 Tier 3 Rarity (Blue), 3 Tier 4 Rarity (Purple), 1 Tier 5 Rarity (Orange)) - 3 new Items Fixes - Fixed a few bugs present with some of the enemy effects in the Desert levels. - Fixed an issue where you could end up with minus money. Changes - The Snowball Pinball has been changed to push back the enemies by 1 turn per 6 pegs hit (down from 10).
I am excited to release what is easily the biggest game-changing update, and probably the most overdue one... Since the release of 'Plinko Panic!' it's been evident that more needs to be done with the enemies besides the 'Deal X damage in Y turns' (scaling up) like it initially had during the game jam version of the game all the way back in October of last year. I've finally gotten around to putting most of my focus into the game now and decided that this is the best use of my development time at the very moment to REALLY keep games feeling as new and unique as possible allowing build-strategies to not only focus on what pinballs they're hoping to find based on the state of the board, but as well as what enemy they're currently against (on top of what enemies may be to come based on the area you're playing in). Alongside this, there's been plenty of new additions and polish completed to the game that will allow for anybody to jump back into the game with tons of new stuff to check out! I am immensely greatful for all the support that the game has recieved over the last couple months, as well as the incredible feedback given in the Discord, the game's discussion page, and many YouTube comments from videos made by some pretty damn awesome people... <3
UPDATE INFO
Additions - 1 new Enemy that can show up in ALL areas - The Mimic. - All of the, currently 27, enemies now have an individual effect that changes the way you will play around with the enemies you are pitted against during levels. - Status Effects that can be applied to the Player via enemies. Fixes - Poppet now works correctly. - Fixed an issue where splitting pinballs caused the split pinballs to spawn inside the peg collision boxes. - Crit Peg has currently been removed from the item pool whilst it is fixed. - Fixed an issue where having the EXACT amount for a locked pinball still caused it to appear unavailable. Changes - Pinballs affected by items (Food Pinballs, Space Pinballs, Sports Pinballs etc.) now have a special effect when shown in the shop (Yellow). - Pinballs ineffective due to enemy effects now have a special effect when shown in the shop (Red). - Christmas levels now referred to as 'Snow' - Changed it so that you will never fight the EXACT same enemy back to back, though a re-encounter may still occur during one game.
Additions - 2 new boards intended to release with the initial release, but wasn't complete. - 4 new Pinballs (0 Tier 1 Rarity (White), 0 Tier 2 Rarity (Green), 0 Tier 3 Rarity (Blue), 4 Tier 4 Rarity (Purple), 0 Tier 5 Rarity (Orange)) Fixes - Mirror Pinball now works correctly. - Metal Boomerang Pinball now works correctly. - Diamond Key Pinball now has the correct sprite. Changes - Sheriff Badge Pinball is now Tier 3 Rarity (Blue) instead of Tier 2 Rarity (Green) - Sheriff Hat Pinball is not Tier 5 Rarity (Yellow) instead of Tier 4 Rarity (Purple) - All Domino Pinballs are now 'per 2 pegs hit.' instead of 'per peg hit.'. - Grass Seeds item now paints 3 pegs each turn green, instead of the previous 2 pegs each turn.
Fixes - Crab Pinball now works correctly. - Chest and Key Pinballs have now been reworded to be understood easier - Fixed an issue where you could go into minus dollars and get locked out of playing. - Fixed an issue where crit pegs would be getting painted by items. Balancing - All Dice Pinballs are now Tier 4 Rarity (Purple) instead of Tier 3 Rarity (Blue) - Squid Pinball is now Tier 3 Rarity (Blue) instead of Tier 2 Rarity (Green) - Quantum Paintcan is now Tier 2 Rarity (Green) instead of Tier 3 Rarity (Blue)
Hi all! :D Been a little while since I've been able to get an update out being a little busy with other life-happenings, but it's been nice to get back into it recently and I'm sure there's plenty more to come!! This is easily the biggest update the game has had to date, so it's pretty exciting to hear feedback on any of the new additions and changes, feel more than free to let me know what you think! :) Anywho...: INTRODUCING - The Ocean. Another whole new set of levels has now dropped into the game with a new array of enemies and bosses to fight your way through alongside 5 new difficulty modifiers for each level... Can you get through them? Patch Notes Additions -A brand new area - The Ocean - 3 new bosses - 3 new smaller enemies - New difficulty modifiers for Ocean Levels 2-6 - 8 New Pinballs Added (1 Common, 2 Uncommon, 2 Rare, 2 Epic, 1 Legendary) - 4 New Items Added (Crit Peg, Chilli Pepper, Grass Seeds, Money Bag) - Counter at the top of the screen that updates every time a peg is hit, showing the exact number of pegs hit each turn - 1 PINBALL EVERY TURN CAN NOW BE LOCKED AND KEPT IN THE SHOP FOR THE NEXT TURN. SIMPLY RIGHT CLICK THE PINBALL ICON IN THE SHOP, IT WILL HAVE A RED OUTLINE AS AN INDICATION THAT IT HAS BEEN LOCKED. - 2 Extra Types of Pegs - 1 New Playing Board to Come Across Changes/Fixes - Speed up button now starts on the middle of the three settings, clicking it enough can reset it back to original speed. - Zen Pinball now works correctly. - Disco Pinball now has the correct description. - Totem now works correctly. - Telescope now also effects the Moon, UFO, and Black Hole Pinballs - Pegs that are broken show as an indicator to make it easier to see how many pegs are broken at any given time. - The cards of Pinballs that show up when hovering over the icon are now bigger and (hopefully) easier to read.
Hi all! new area seems pretty well received :D I'm glad you're enjoying it and I hope we can get everything up to scratch in order to keep the game as good as it physically can be, with so much room for added content! :D CHANGES - Fixed the sprite for the Sand Worm boss enemy in the Desert - Fixed an issue where the difficulty modifier for Level 2 of the Desert didn't actually set the current health to 25 - Ankh passive item now works correctly - Totem passive item now works correctly
Hello! :D INTRODUCING - The Desert. A whole new set of levels has now dropped into the game with a new array of enemies and bosses to fight your way through alongside 5 new difficulty modifiers for each level... Can you beat them?
Patch Notes
Additions
- A whole new area - The Desert - 3 new bosses - 3 new smaller enemies - New difficulty modifiers for Desert Levels 2-6 - 5 New Pinballs Added (0 Common, 1 Uncommon, 3 Rare, 1 Epic, 0 Legendary) - 7 New Items Added
Changes/Fixes
- The first level for ALL areas starts unlocked (i.e. You do not have to have beaten Caves 6 to unlock Christmas 1) - Broken Glass now deals 2 damage per broken peg at the end of each turn (down from 3 damage) - Zen Pinball now has the correct sprite when appearing in the shop
- Renamed the 3 new 'Chest' pinballs to 'Small Chest Pinball', 'Medium Chest Pinball' and 'Large Chest Pinball'. - Changed the sprite of the 'Large Chest Pinball' to the correct one. - Reworded the description for the 'Slingshot' item to 'All damage dealt to enemies +20%'
Hello! :D I realise the games been out a while and I haven't done much in terms of additional content... This is the first one here with a few changes allowing certain capabilities such as a 'highscore' type system that shows you your quickest games for each level individually as well as a few new pinballs and items to play around with! I'm currently aiming to get a content update out by the end of each month from this point onwards, with any announcements coming should that change. Next months will add a new area: The Desert! I wasn't able to get everything finished for me to feel comfortable pushing it out now but it will definitely be available to be played by the next content update in no more than a months time. Until then, Please keep enjoying the game and giving all the amazing feedback I have been getting over the last 6-7 weeks since the game's release :D
Patch Notes
Additions
- Added the ability to track your fastest runs based on how many turns you took to beat the level. Unfortunately, it will only track this information from now, so you will not have that data available to you from levels you have already completed - 7 New Pinballs Added (2 Common, 1 Uncommon, 2 Rare, 0 Epic, 2 Legendary) - 2 New Items Added - A button to adjust the speed of the game has been added on the left side of the screen underneath the 'Return to Main Menu' button.
Changes/Fixes
- Level Select Changes - Clicking the level doesn't immediately start the game - All information to do with the level you've selected shows at the bottom of the screen before you click play - Basketball hoop now shows effected pinballs when hovering over the item in the shop. (Just like the Telescope and Zoology Degree) - Pantry now shows effected pinballs when hovering over the item in the shop. (Just like the Telescope and Zoology Degree) - Baubles now work correctly.
Happy New Year!!! I hope everyone is well, I'm back from the holidays now and ready to start getting more stuff done on the game :) If you haven't already, join the Official Discord to watch the development of the game much closer: https://discord.gg/mZ8PmtBxs5 I have a few updates in mind in terms of content, and this should be the last little update before the FIRST content update to 'Plinko Panic!' However, onto the patch notes... - Finally, actually, fixed an issue where the game would not end your turn if any of the split pieces of a 'Watermelon Pinball' or a 'Coconut Pinball' got stuck somewhere. - Added a better resolution system, with different possible windowed resolutions to switch between.
- Fixed an issue where sound settings do not save. - Fixed an issue where the game would not end your turn if any of the split pieces of a 'Watermelon Pinball' or a 'Coconut Pinball' got stuck somewhere - 'Mouse' enemy now attacks as and when intended.
Launch Version - Hotfix #1 - Added the ability to toggle fullscreen. - Changed the name of the Goblin, as it was initially 'Reindeer'
Plinko Panic!
AcidicDuck
AcidicDuck
2022
Strategy Simulation Singleplayer
Game News Posts 15
🎹🖱️Keyboard + Mouse
Positive
(37 reviews)
https://store.steampowered.com/app/1794400 
Plinko Panic! Depot [176.9 M]
Features
- Roguelite gameplay - The pinballs you pick from the store each turn are different each time!
- Over 100 different pinballs to choose from and use in the game.
- Over 20 different passive items to choose from at the end of each fight.
- An interactive playing board that changes in accordance to how you play.
- A large amount of enemies and bosses to fight through and defeat.
- Processor: 2.0 GHzMemory: 1 GB RAM
- Memory: 1 GB RAM
[ 5951 ]
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