I'm loving this so far! Here are my quick recommendations:
1. Like others said, losing progress at the next stage sucks. It would help if your money carried over, and was not tied to the each stage.
2. We need replay value for the old stages. Either some kind of prestige, achievements, or bonus to money for collecting X,XXX balls on previous stages.
I would love to have a rebirth mechanic in the game. Plus, how would you even get the Golden Peg 3 achievement? I counted the pegs; each level has 127 pegs on average, with 7 levels, which equals 889 pegs. Unless I'm missing something, but other than that, I love the game, and I hope you keep up the good work you're doing. Sorry if I sound hypercritical, I'm just trying to help. <3
just for the record i def will buy it on steam =D would be amazing to get gold from the first maps so can be more idleable xD hugs from argentina amazing job !
Great game! I love the idea for it! I've noticed sometimes when an upgrade costs $x you need $x + 1 to be able to purchase it. Other than that the audio is fenomenal and the gameplay is addictive. Cheers and good luck!
Great game. Hearing and watching all the balls hit the pegs is lovely and addicting. Only issue I found is that the upgrade cost isn't being displayed properly. For example something costs 4 coins, and you need 5 coins. The actual cost is always the displayed cost + 1.
Really awesome game, the visuals and audio design are fantastic. I also love the design of the levels and how they changed. I'm really curious where you take this. I'll definitely have to follow. I did run into a couple of small issues, the big ones just being timers on the power-ups being super short, as well as the game crashing in the end, as I was on the final level. But that's about it in terms of bugs. As I've seen some here mention, a hover tool tip or small explanation on which upgrades do what would be nice. I think a hover info would make the most sense. Since you're getting new upgrades every level, it would also make sense for a pop-up to show when you first reach it, or something of the kind, could at least be interesting to try and see how it works out. I think my main issues are 1, going from one level to the next, and 2, the scaling of prices. Going from level to level feels like fully resetting, it feels like not much changes besides visuals. I think something like just the balls or buckets having more value or a multiplier of some sort would make it feel like there is more progression. I also think the upgrades scale a little fast. Like, I struggled to get the auto drop anywhere close to the point where it would feel efficient (oh, also for that upgrade idea, drop amount upgrade, changes how many balls are dropped each time). I also think the auto drop really being the most effective feels a little strange. Mostly since in most idle games you start with maybe a little more manual things, but then you get a lot of ton of automatic stuff. Ok, sorry, this is a little bit of a yap fest. Hopefully I gave some decent feedback lol. But yeah, great game, good work.
It was a group effort haha. I made lots weird audio in beepbox and threw things at the wall, and our awesome engineer was like "this basically sounds like 100 nails on chalkboard, i will fix this..."
Thank you so much!! I'm glad it got to a place where it's working. It was very off-putting for a LONG time there. XD
This is an awesome concept for an idle game! To make it even more engaging, I’d suggest expanding the variety of upgrade options, especially early on. For example, introducing special upgrades like a Magnetic Peg that pulls nearby balls or a Splitter Peg that duplicates the ball would add a layer of strategic depth and excitement.
Right now, if the first 1–5 levels only offer a few upgrade choices, the gameplay risks feeling repetitive. Players with shorter attention spans (which is most of the mobile audience) could lose interest quickly. By introducing new mechanics, peg types, or visual evolutions at a steady pace, you’ll keep the experience feeling fresh and give players something to look forward to achieving.
Magnetic peg is a great idea!!! I like the idea of upgrading the pegs themselves instead of a split peg % chance too. We talked about this and went with %, but maybe we focus more on upgrading pegs and buckets and balls. It would be a lot of fun.
I agree that there's a huuuuge lull in the early/middle of the game, with few upgrades and not a lot changing. I'm hoping to rebalance this with our next build. Stay tuned :) And thank you for the great feedback.
- I got out of memory error twice on the browser version. Probably my fault but I can't tell for sure. - Some levels' color schemes are suboptimal. For snow, I can barely see anything AT ALL. For rock, level 0 and level 1 pegs aren't distinguishable. For water, the progress bar towards bucket upgrade is not visible.
Thank you for this feedback! I'll make tasks to clean these up now. We've gotten a lot of visibility feedback on Snow for sure.
What browser are you using? And do you know what level you were on when you ran out of memory? I'm going to guess Space, lots of crash reports on that one.
I'm playing on this through chrome, so it might just be a chrome skill issue. I am playing the browser version, if you need that info as well. I do not know what you mean exactly by 'system specs,' sorry about that, if you mean storage, I'm using up 17.7 gigs, and have 14.3 gigs available. Again, sorry that I do not understand what you mean, Google-ing it wasn't as helpful as I thought it would be. On a different topic, how many levels are there?
Whenever a ball appears there's a very soft buzz sound from what I could tell. It is especially audible whenever you get a multi ball and a lot of them appear at once!
Yea, I heard it too! The thing that I did was I pressed the home button, and manually went to the settings rather than just muting the music button (Only numbers were enabled to reduce lag). That DID end up working for me. Try that, and if it still doesn't work, the game creator/devs are working on the coding so it will get patched.
:)
Just thought I'd put my 2 cents in here jic that's the solution you needed.
Apologies for the error! Our next build will have a lot of changes and hopefully these issues will be fixed. Can you remember what was happening when you got the error?
Nothing special. I was in the Space level, and I had many balls on screen and was pretty far in upgrading everything (except for Buckets, since they are not really worth it).
Thank you so much for playing! We've been using Unity for so long that it's difficult to switch at this point. I'm glad they backtracked on their terrible monetization idea lol.
i love the game im a little confused on what split peg % does tho it would be nice with some hover information maybe taggleable
maybe even make the split peg chance so that if it plits on a blue peg the ball created also becomes blue :)
also maybe make some more upgrades so you get a new one every time you go up to a new level because doing a level and then doing the same thing with no bosts but a little harder is a little boring but i love the game :>
you could add a coin multiplier like 1.05x per upgrade or something
or maybe every time a ball touches a white peg its 1.01x more worth and 1.02x for green so on per upgrade
Tooltips for those upgrade buttons are being added as I write this. A split peg is a %chance for a ball to double itself when it hits any peg.
I think there are a few ways we could approach this as I have definitely had Split Peg get really overpowered in certain runs.
Boosts and buffs are coming in the next version! Some things might get a little slower, but I'm hoping for a greater impact of upgrades overall, as well as a global upgrade shop across all levels/playthroughs. That would come with a prestige system.
Your feedback is awesome and super appreciated. We'll take a look at these multiplier ideas and see if this works!
Grats on beating the game! :D lol sorry about that.
We're really happy to put our work up for free on Itch while we think about the future of the game. It's been surprising and humbling to have so many people play it, and I consider us very lucky.
Someday we're going to try sell this guy on steam and iOS so we can pay our bills and whatnot, but i also hate predatory freetoplay, and I think we'll always want at least a big demo for free so that people can try before they buy.
Okay but honestly, for a game like this. Like, it's free?? It's actually pretty fun, and very satisfying to play??? It's always nice to see games where people put this much effort into them and it turns out to be probably one of the most fun games I've played in awhile. I love how well the pixel art is done and how overall polished this game is. It has charming details with it like how some of the in-game stuff changes depending on what level you're in. Honestly, I want to keep up to date with this game already and I'm only like 10 minutes in and already overall very happy with this.
THANK YOU! I'm really glad you're having a good experience with it. This is making me cautiously hopeful for when we grow the game and put it on Steam.
If you're following us here, you'll be getting all the dev log updates as we give this thing more love.
We really appreciate the kind words and helpful feedback. <3
It is such a chill and relaxing idle game, nyaa! I play version 0.13. Here are the things I especially like:
Each stage resets, but new upgrades get added When moving from Stage 1 to 2, automation gets introduced and efficiency nearly doubles—having new elements like that makes playing so much more fun!
Every stage feels unique, and the sounds are super satisfying! I especially like how Stage 2 has a peaceful, nature-filled winter world, and then Stage 3 shifts to wood—not just natural wood, but processed timber as a material—and the sound design reflects that. Looking forward to the theme of each new stage gives me extra motivation to keep playing!
I do notice that the upgrade prices keep doubling, so I often hit the same wall each time. Maybe there's going to be a prestige system that helps overcome this mountain? That’s just my guess. I’m super excited and cheering for the development, nyaa! 🐾
OMG!!!! You're the first person to make a video of one of our games!!! I subscribed, I loved watching you play, even though I don't understand most Japanese.
We've just released new builds (web/ios/windows) with a bunch of fixes and improvements, and some of this is paving the way for a new core loop for the game. We've made it so that the game runs in the background, and now works in full screen.
I wrote a dev log, but the gist is that in the future we'll have prestige, global upgrades, tiered stages, new level themes, and hopefully better balance so that the game can keep feeling rewarding for a long time.
Thank you SO much for your video content, for playing our game, and for the helpful comment. I can't wait to see what else you create!
I just tried to play and as soon as I loaded in i had a level 10 bucket and got the achievement but no balls i tried resetting from the setting menu and it was the same story
hiii! i really liked this game and am aiming to 100% all the achievements however all the ball drop achievements after ball pit seem not to work? It says in my final level that ive dropped over 40,000 balls yet in my achievement counter it says 0/10,000 dropped. (im playing on microsoft edge browser if that helps?) ive tried refreshing the page and nothing seems to work. overall its a great game but just wondered if this was a known bug?
Some achievements are definitely broken, so apologies in advance! Thank you so much for playing it. We're doing many updates (see devlog for the rollout plan) and hopefully we'll have a less "early access" feeling build soon. I wonder if I put too many zeroes or something...
maybe it's because im not all the far into the game yet, but it feels like once you get auto drop cd down to 0.1, you might as well stop playing until you get your next level. and it doesnt even take that long to do. your upgrades dont seem to make it go any faster, or make balls worth more to your level counter, it just kinda racks up cash without a real need to spend it. (comment written on the sea level)
I agree. This is definitely something we have struggled with, because this type of idler isn't playing nice with the infinite scaling of other incremental games. I was finding the "ALL THE BALLS" state to be really overwhelming, which is why I tried making leveling up a soft reset on the next level. But people don't like that (valid) -- so I'm working on a new core loop new that hopefully addresses some of this stuff.
Check back in a few weeks if you're interested in seeing the updates. And thank you for taking the time to write feedback <3
I think the level system could work a bit better if it was framed as a prestige layer instead of linear forward progression. That way the loss of upgrades might feel more like a trade for unlocking the new stuff.
bug: for some reason the disco ball only lasts for five seconds on the final level, and duration upgrades dont seem to affect it
Ack! Bug logged, thank you. I just posted a dev log with our rollout plan for this game! A prestige system has been something I've wanted for a while, so that will likely get prioritized right after we tweak the core loop to make the game less frustrating. Coming soon! Thanks so much for the feedback.
Gold coin duration upgrade seems broken, it just goes back to the standard 10 seconds when you leave the game and return until you buy another duration upgrade. Some achievements also act weird, I got the 10-bucket one automatically on returning (presumably for the 10-bucket you start out with) and never got "drop ten thousand balls" with over 100,000 dropped.
This is a nice premise and I'm curious to see where it goes in future versions!
I'll add the goldcoin duration to our bug list. I think we noted that, tried to fix it, and then the bug reappeared again.
We'll look into those broken achievements, too. Thanks so much for calling out the bugs! We're working on a new build now with bugfixes and quality improvements (runs in background, hopefully fullscreen too.) Hopefully out tonight or tomorrow.
This will be fixed in the next build! I expected zero people to try this game based on other itch launches 😅 We'll try to have some bugfixes out soon. Thank you for playing and sending feedback!
It's mainly because our other two published games/demos on Itch didn't get this kind of traffic at all. I just figured that was how it was always going to be. But yeah, idle games are awesome for being casual and accessible. I didn't realize people were following them so actively until this. I'm hoping we can continue to improve this game and keep people entertained for a while.
Theres 4 Flavors that get a lot of attention Idles/Incramentals, Roguelikes/lites, Horror and NSFW. Puzzle gets a honerable mention as people flock to good puzzles.
Really enjoyed this game! I like the idea of unique levels having more options each level as a reward for progression. I did find 'gravity' rather useless tho
Thank you!! Also whoops, gravity being in the game might be an oversight. We'll fix that! And then probably add it back and fix it. Adding this to our to-do list!
I haven't played the game too much yet, I'm going to keep playing, but one thing I love is the hold to click. I do agree with everyone else though, being able to bring the upgrades with us would make it feel like a smoother experience, but to balance this you can add faster scaling to the prices, making them cost more so you can't get too op. Great game in all though :)
Thank you so much for this feedback! If you're cool with checking back soon, we'll try out some updates and see if it helps. My dream is that the levelup doesn't feel punishing, but more like a breather. The later levels get very intense. But if the early stages of levels are too tedious, that's not ideal at all.
No the early stages are great, it's the later levels that start to slow down. If you update the game it might just be my favorite game on the whole site
thank you! And thanks for the feedback. I'll keep this in mind. We're going to make a v2 and we have some thoughts on a global upgrades shop and possibly unique currency. Something to give it progress and more legs and more reward. We'll keep working on it for sure.
Noted, and thank you so much for the feedback! It might stay boring because it's an idle game, but I'll work on cranking up some of the early rewards and think about how we handle currency and leveling. Maybe a brief tutorial so that people will understand the leveling from the start!
Hm. Maybe an upgrade later, where you can level it up to get some percentages from the previous levels? So you have a reason to go back and level those too again a bit.
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I'm loving this so far! Here are my quick recommendations:
1. Like others said, losing progress at the next stage sucks. It would help if your money carried over, and was not tied to the each stage.
2. We need replay value for the old stages. Either some kind of prestige, achievements, or bonus to money for collecting X,XXX balls on previous stages.
cool
Caution, malware!
I really dang enjoy this, Keeps you busy
Awesome game idea, awesome graphics, all-round amazing
Don't think it could possibly get better!
If you need a scripter lmk, I'd love to contribute to this with ideas and code!!
Nonetheless, an amazing game!
I would love to have a rebirth mechanic in the game. Plus, how would you even get the Golden Peg 3 achievement? I counted the pegs; each level has 127 pegs on average, with 7 levels, which equals 889 pegs. Unless I'm missing something, but other than that, I love the game, and I hope you keep up the good work you're doing. Sorry if I sound hypercritical, I'm just trying to help. <3
I crashed it! Very fun. I have no idea when I would have stopped if it didn't crash.
Sorry about the crash! I think we're going to have to cap balls, but our engineer will be looking into it further. T_T
No worries. It only happened because I played it too much. It's a good problem.
just for the record i def will buy it on steam =D would be amazing to get gold from the first maps so can be more idleable xD hugs from argentina amazing job !
Thank you!! I'll send out a loud ping when our steam page gets approved and we can start gathering wishlists. <3 <3
Lots of fun, thanks
Great game! I love the idea for it! I've noticed sometimes when an upgrade costs $x you need $x + 1 to be able to purchase it. Other than that the audio is fenomenal and the gameplay is addictive. Cheers and good luck!
Great game. Hearing and watching all the balls hit the pegs is lovely and addicting. Only issue I found is that the upgrade cost isn't being displayed properly. For example something costs 4 coins, and you need 5 coins. The actual cost is always the displayed cost + 1.
Really awesome game, the visuals and audio design are fantastic. I also love the design of the levels and how they changed. I'm really curious where you take this. I'll definitely have to follow. I did run into a couple of small issues, the big ones just being timers on the power-ups being super short, as well as the game crashing in the end, as I was on the final level. But that's about it in terms of bugs. As I've seen some here mention, a hover tool tip or small explanation on which upgrades do what would be nice. I think a hover info would make the most sense. Since you're getting new upgrades every level, it would also make sense for a pop-up to show when you first reach it, or something of the kind, could at least be interesting to try and see how it works out. I think my main issues are 1, going from one level to the next, and 2, the scaling of prices. Going from level to level feels like fully resetting, it feels like not much changes besides visuals. I think something like just the balls or buckets having more value or a multiplier of some sort would make it feel like there is more progression. I also think the upgrades scale a little fast. Like, I struggled to get the auto drop anywhere close to the point where it would feel efficient (oh, also for that upgrade idea, drop amount upgrade, changes how many balls are dropped each time). I also think the auto drop really being the most effective feels a little strange. Mostly since in most idle games you start with maybe a little more manual things, but then you get a lot of ton of automatic stuff. Ok, sorry, this is a little bit of a yap fest. Hopefully I gave some decent feedback lol. But yeah, great game, good work.
Absolutely love it! it's so calming yet engaging at the same time, really strikes a great balance!
1. Get to space
2. Place cursor on the drop button
3. Put stapler on left mouse button
4. Profit
Who ever did the sound design, did such a beautiful job, its so calming!
It was a group effort haha. I made lots weird audio in beepbox and threw things at the wall, and our awesome engineer was like "this basically sounds like 100 nails on chalkboard, i will fix this..."
Thank you so much!! I'm glad it got to a place where it's working. It was very off-putting for a LONG time there. XD
This is an awesome concept for an idle game! To make it even more engaging, I’d suggest expanding the variety of upgrade options, especially early on. For example, introducing special upgrades like a Magnetic Peg that pulls nearby balls or a Splitter Peg that duplicates the ball would add a layer of strategic depth and excitement.
Right now, if the first 1–5 levels only offer a few upgrade choices, the gameplay risks feeling repetitive. Players with shorter attention spans (which is most of the mobile audience) could lose interest quickly. By introducing new mechanics, peg types, or visual evolutions at a steady pace, you’ll keep the experience feeling fresh and give players something to look forward to achieving.
Magnetic peg is a great idea!!! I like the idea of upgrading the pegs themselves instead of a split peg % chance too. We talked about this and went with %, but maybe we focus more on upgrading pegs and buckets and balls. It would be a lot of fun.
I agree that there's a huuuuge lull in the early/middle of the game, with few upgrades and not a lot changing. I'm hoping to rebalance this with our next build. Stay tuned :) And thank you for the great feedback.
- I got out of memory error twice on the browser version. Probably my fault but I can't tell for sure.
- Some levels' color schemes are suboptimal. For snow, I can barely see anything AT ALL. For rock, level 0 and level 1 pegs aren't distinguishable. For water, the progress bar towards bucket upgrade is not visible.
Thank you for this feedback! I'll make tasks to clean these up now. We've gotten a lot of visibility feedback on Snow for sure.
What browser are you using? And do you know what level you were on when you ran out of memory? I'm going to guess Space, lots of crash reports on that one.
Awesome game! I love it. 4.5/5 stars! would be five with less lag.
Sorry about the lag! Can I ask, what are your system specs, and also what browser are you playing on if you're playing the browser version?
I'm playing on this through chrome, so it might just be a chrome skill issue. I am playing the browser version, if you need that info as well. I do not know what you mean exactly by 'system specs,' sorry about that, if you mean storage, I'm using up 17.7 gigs, and have 14.3 gigs available. Again, sorry that I do not understand what you mean, Google-ing it wasn't as helpful as I thought it would be. On a different topic, how many levels are there?
Really addicting gameplay! Enjoyed it a lot.
Thank you so much <3 <3
Fun
<3 Thank you for playing!
Fun little game (from what I've played so far)! One thing I noticed is that even though I've muted audio I can still hear some here and there.
Thank you so much! Can you let us know what audio you're still hearing? We tried to fix this in our most recent build, but apparently it's sneaky >_>
Whenever a ball appears there's a very soft buzz sound from what I could tell. It is especially audible whenever you get a multi ball and a lot of them appear at once!
Huh! Ok, thank you so much, we will look into this.
Yea, I heard it too! The thing that I did was I pressed the home button, and manually went to the settings rather than just muting the music button (Only numbers were enabled to reduce lag). That DID end up working for me. Try that, and if it still doesn't work, the game creator/devs are working on the coding so it will get patched.
:)
Just thought I'd put my 2 cents in here jic that's the solution you needed.
It was really fun, until I got an error
Apologies for the error! Our next build will have a lot of changes and hopefully these issues will be fixed. Can you remember what was happening when you got the error?
Nothing special. I was in the Space level, and I had many balls on screen and was pretty far in upgrading everything (except for Buckets, since they are not really worth it).
You're not the first person to call out the buckets cost vs. reward, so that will be tweaked. In fact, I'll do that now before I forget.
We have some error logs from crashing in Space level, so we'll try to figure out what's going on there! So far, not sure.
Good job my dude. This is a pretty fun game. I usually dont like unity but this isnt bad at all. Keep it up guys!
Thank you so much for playing! We've been using Unity for so long that it's difficult to switch at this point. I'm glad they backtracked on their terrible monetization idea lol.
I hear its nice to code in.
I got the secret ending, nice 😎
Same.
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@https://html-classic.itch.zone/html/13647188/PlinkIdle/Build/PlinkIdle.wasm.br:w...
browserIterationFunc@https://html-classic.itch.zone/html/13647188/PlinkIdle/Build/PlinkIdle.framework...
callUserCallback@https://html-classic.itch.zone/html/13647188/PlinkIdle/Build/PlinkIdle.framework...
runIter@https://html-classic.itch.zone/html/13647188/PlinkIdle/Build/PlinkIdle.framework...
Browser_mainLoop_runner@https://html-classic.itch.zone/html/13647188/PlinkIdle/Build/PlinkIdle.framework...
Same here.
PlinkIdle.framework.js.br:9 Uncaught RuntimeError: memory access out of bounds
at PlinkIdle.wasm.br:0xf50d3
at _glMapBufferRange (PlinkIdle.framework.js.br:9:264726)
at PlinkIdle.wasm.br:0x250d6ef
at PlinkIdle.wasm.br:0x2504241
at PlinkIdle.wasm.br:0x2565c44
at PlinkIdle.wasm.br:0x25701e0
at PlinkIdle.wasm.br:0x263dea0
at PlinkIdle.wasm.br:0x256f76b
at PlinkIdle.wasm.br:0x244cef6
at PlinkIdle.wasm.br:0x244bd51
at PlinkIdle.wasm.br:0x277eb1f
at PlinkIdle.wasm.br:0x1097d6b
at PlinkIdle.wasm.br:0x280b1f7
at invoke_vii (PlinkIdle.framework.js.br:9:440212)
at PlinkIdle.wasm.br:0x969285
at PlinkIdle.wasm.br:0x280b211
at invoke_viii (PlinkIdle.framework.js.br:9:440837)
at PlinkIdle.wasm.br:0x961c0b
at PlinkIdle.wasm.br:0x280b211
at invoke_viii (PlinkIdle.framework.js.br:9:440837)
at PlinkIdle.wasm.br:0x95f0bc
at PlinkIdle.wasm.br:0x10926bc
at PlinkIdle.wasm.br:0x280b287
at invoke_viiii (PlinkIdle.framework.js.br:9:441470)
at PlinkIdle.wasm.br:0x1093f68
at PlinkIdle.wasm.br:0x1a6efd1
at PlinkIdle.wasm.br:0x1a9d87a
at PlinkIdle.wasm.br:0x280b1d6
at invoke_iiii (PlinkIdle.framework.js.br:9:440687)
at PlinkIdle.wasm.br:0x1a9c855
at PlinkIdle.wasm.br:0x14da6e
at PlinkIdle.wasm.br:0x27357fc
at PlinkIdle.wasm.br:0x27358c1
at PlinkIdle.wasm.br:0x24895db
at PlinkIdle.wasm.br:0x25d196a
at PlinkIdle.wasm.br:0x2548148
at PlinkIdle.wasm.br:0x25481bd
at PlinkIdle.wasm.br:0x27dba8f
at PlinkIdle.wasm.br:0x280b233
at PlinkIdle.framework.js.br:9:22927
at _JS_CallAsLongAsNoExceptionsSeen (PlinkIdle.framework.js.br:9:22941)
at PlinkIdle.wasm.br:0x27d7408
at PlinkIdle.wasm.br:0x280b233
at browserIterationFunc (PlinkIdle.framework.js.br:9:115052)
at callUserCallback (PlinkIdle.framework.js.br:9:97414)
at Object.runIter (PlinkIdle.framework.js.br:9:98781)
at Browser_mainLoop_runner (PlinkIdle.framework.js.br:9:114578)
lol oh no! Sorry about that. We're looking into it. Hopefully the next build will be kinder!
Cub sent me here. Thank you Cub, thank you Black Heart Games. :) This is a great game!
Thank you so much for playing and leaving kind words. <3 It means a lot!
this is like the perfect idle game to turn your brain off to. i love it. ball go pop pop popop
Haha thank you for this feedback! I zone out to it too while I'm testing it. We'll keep polishing it up.
i love the game im a little confused on what split peg % does tho it would be nice with some hover information maybe taggleable
maybe even make the split peg chance so that if it plits on a blue peg the ball created also becomes blue :)
also maybe make some more upgrades so you get a new one every time you go up to a new level because doing a level and then doing the same thing with no bosts but a little harder is a little boring but i love the game :>
you could add a coin multiplier like 1.05x per upgrade or something
or maybe every time a ball touches a white peg its 1.01x more worth and 1.02x for green so on per upgrade
:D
Tooltips for those upgrade buttons are being added as I write this. A split peg is a %chance for a ball to double itself when it hits any peg.
I think there are a few ways we could approach this as I have definitely had Split Peg get really overpowered in certain runs.
Boosts and buffs are coming in the next version! Some things might get a little slower, but I'm hoping for a greater impact of upgrades overall, as well as a global upgrade shop across all levels/playthroughs. That would come with a prestige system.
Your feedback is awesome and super appreciated. We'll take a look at these multiplier ideas and see if this works!
Really good idle game with interesting mechanics. I really like the peg splitting upgrade.
Great audio and visuals as well!
Thank you for making it free and without any predatory mechanics.
I ended up crashing the game with a click speed of .07 so I'll consider that as me beating it lol.
Grats on beating the game! :D lol sorry about that.
We're really happy to put our work up for free on Itch while we think about the future of the game. It's been surprising and humbling to have so many people play it, and I consider us very lucky.
Someday we're going to try sell this guy on steam and iOS so we can pay our bills and whatnot, but i also hate predatory freetoplay, and I think we'll always want at least a big demo for free so that people can try before they buy.
dude.. this is peak shit..
Okay but honestly, for a game like this. Like, it's free?? It's actually pretty fun, and very satisfying to play??? It's always nice to see games where people put this much effort into them and it turns out to be probably one of the most fun games I've played in awhile. I love how well the pixel art is done and how overall polished this game is. It has charming details with it like how some of the in-game stuff changes depending on what level you're in. Honestly, I want to keep up to date with this game already and I'm only like 10 minutes in and already overall very happy with this.
Keep up the good work! <3
THANK YOU! I'm really glad you're having a good experience with it. This is making me cautiously hopeful for when we grow the game and put it on Steam.
If you're following us here, you'll be getting all the dev log updates as we give this thing more love.
We really appreciate the kind words and helpful feedback. <3
Amazing <3 <3 You got so far!
It is such a chill and relaxing idle game, nyaa! I play version 0.13.
Here are the things I especially like:
Each stage resets, but new upgrades get added
When moving from Stage 1 to 2, automation gets introduced and efficiency nearly doubles—having new elements like that makes playing so much more fun!
Every stage feels unique, and the sounds are super satisfying!
I especially like how Stage 2 has a peaceful, nature-filled winter world, and then Stage 3 shifts to wood—not just natural wood, but processed timber as a material—and the sound design reflects that.
Looking forward to the theme of each new stage gives me extra motivation to keep playing!
I do notice that the upgrade prices keep doubling, so I often hit the same wall each time.
Maybe there's going to be a prestige system that helps overcome this mountain? That’s just my guess.
I’m super excited and cheering for the development, nyaa! 🐾
OMG!!!! You're the first person to make a video of one of our games!!! I subscribed, I loved watching you play, even though I don't understand most Japanese.
We've just released new builds (web/ios/windows) with a bunch of fixes and improvements, and some of this is paving the way for a new core loop for the game. We've made it so that the game runs in the background, and now works in full screen.
I wrote a dev log, but the gist is that in the future we'll have prestige, global upgrades, tiered stages, new level themes, and hopefully better balance so that the game can keep feeling rewarding for a long time.
Thank you SO much for your video content, for playing our game, and for the helpful comment. I can't wait to see what else you create!
I just tried to play and as soon as I loaded in i had a level 10 bucket and got the achievement but no balls i tried resetting from the setting menu and it was the same story
We logged a bug for that. I noticed it happen when I was playing a couple of times, too. Should be fixed soon!
hiii! i really liked this game and am aiming to 100% all the achievements however all the ball drop achievements after ball pit seem not to work? It says in my final level that ive dropped over 40,000 balls yet in my achievement counter it says 0/10,000 dropped. (im playing on microsoft edge browser if that helps?) ive tried refreshing the page and nothing seems to work. overall its a great game but just wondered if this was a known bug?
Some achievements are definitely broken, so apologies in advance! Thank you so much for playing it. We're doing many updates (see devlog for the rollout plan) and hopefully we'll have a less "early access" feeling build soon. I wonder if I put too many zeroes or something...
maybe it's because im not all the far into the game yet, but it feels like once you get auto drop cd down to 0.1, you might as well stop playing until you get your next level. and it doesnt even take that long to do. your upgrades dont seem to make it go any faster, or make balls worth more to your level counter, it just kinda racks up cash without a real need to spend it. (comment written on the sea level)
I agree. This is definitely something we have struggled with, because this type of idler isn't playing nice with the infinite scaling of other incremental games. I was finding the "ALL THE BALLS" state to be really overwhelming, which is why I tried making leveling up a soft reset on the next level. But people don't like that (valid) -- so I'm working on a new core loop new that hopefully addresses some of this stuff.
Check back in a few weeks if you're interested in seeing the updates. And thank you for taking the time to write feedback <3
Fun game!
I think the level system could work a bit better if it was framed as a prestige layer instead of linear forward progression. That way the loss of upgrades might feel more like a trade for unlocking the new stuff.
bug: for some reason the disco ball only lasts for five seconds on the final level, and duration upgrades dont seem to affect it
Ack! Bug logged, thank you.
I just posted a dev log with our rollout plan for this game! A prestige system has been something I've wanted for a while, so that will likely get prioritized right after we tweak the core loop to make the game less frustrating. Coming soon! Thanks so much for the feedback.
Gold coin duration upgrade seems broken, it just goes back to the standard 10 seconds when you leave the game and return until you buy another duration upgrade. Some achievements also act weird, I got the 10-bucket one automatically on returning (presumably for the 10-bucket you start out with) and never got "drop ten thousand balls" with over 100,000 dropped.
This is a nice premise and I'm curious to see where it goes in future versions!
I'll add the goldcoin duration to our bug list. I think we noted that, tried to fix it, and then the bug reappeared again.
We'll look into those broken achievements, too. Thanks so much for calling out the bugs! We're working on a new build now with bugfixes and quality improvements (runs in background, hopefully fullscreen too.) Hopefully out tonight or tomorrow.
not runing while looking at or clicking other windows defeats the Idle game aspects, if you cant watch a video while its playing.
This will be fixed in the next build! I expected zero people to try this game based on other itch launches 😅 We'll try to have some bugfixes out soon. Thank you for playing and sending feedback!
why would no one try it, Idle games are like the game people try as they are easy to get into and can be played when ever?
It's mainly because our other two published games/demos on Itch didn't get this kind of traffic at all. I just figured that was how it was always going to be. But yeah, idle games are awesome for being casual and accessible. I didn't realize people were following them so actively until this. I'm hoping we can continue to improve this game and keep people entertained for a while.
Theres 4 Flavors that get a lot of attention Idles/Incramentals, Roguelikes/lites, Horror and NSFW.
Puzzle gets a honerable mention as people flock to good puzzles.
Really enjoyed this game! I like the idea of unique levels having more options each level as a reward for progression. I did find 'gravity' rather useless tho
Thank you!! Also whoops, gravity being in the game might be an oversight. We'll fix that! And then probably add it back and fix it. Adding this to our to-do list!
I haven't played the game too much yet, I'm going to keep playing, but one thing I love is the hold to click. I do agree with everyone else though, being able to bring the upgrades with us would make it feel like a smoother experience, but to balance this you can add faster scaling to the prices, making them cost more so you can't get too op. Great game in all though :)
Thank you so much for this feedback! If you're cool with checking back soon, we'll try out some updates and see if it helps. My dream is that the levelup doesn't feel punishing, but more like a breather. The later levels get very intense. But if the early stages of levels are too tedious, that's not ideal at all.
No the early stages are great, it's the later levels that start to slow down. If you update the game it might just be my favorite game on the whole site
This is extremely nice of you to say <3 We'll try to keep making the game better!
great game! might want the upgrades to come with me but idk
thank you! And thanks for the feedback. I'll keep this in mind. We're going to make a v2 and we have some thoughts on a global upgrades shop and possibly unique currency. Something to give it progress and more legs and more reward. We'll keep working on it for sure.
glad my feedback was a help!
Rather boring honestly, if the upgrades went with us, might be better, but resetting each level really stinkers!
Noted, and thank you so much for the feedback! It might stay boring because it's an idle game, but I'll work on cranking up some of the early rewards and think about how we handle currency and leveling. Maybe a brief tutorial so that people will understand the leveling from the start!
Maybe have it so some of the previous levels upgrades transfer over?
So further levels have a slight boost to start?
Hm. Maybe an upgrade later, where you can level it up to get some percentages from the previous levels? So you have a reason to go back and level those too again a bit.