Build #3 Released


Build #3 - October 14th, 2023

This is the final build for Eggplant Jam #20!

I'm introducing a metric of synergy in the game, which I want to increase with every release. It's the Average Trigger Synergy, which is the average number of triggers any given trigger synergizes with. Here's the first reading:

Average Trigger Synergy : 1.94 (synergizes with 6.06% of other triggers)

Content

  • The starting board is laid out in an intentional way now (random common triggers in a static pattern)
  • Hitting (space) while scoring will bypass all scoring animation.
  • The total amount earned is now displayed at the end of the scoring tray.
  • You can now leave the game to go back to the main menu via "(escape)". Added confirm dialog.
  • Add gameplay music.
  • Add win/lose states, and dialogs at start of game, payment time, and win/lose times.
  • Added Whale. Whale eats balls, until it (randomly) gets too full, at which point it spits out all eaten balls at once, earning $100 per ejected ball.
  • Added new Mover trait. Nudges, Portal, Invearth, and Roo become Movers. Map now doubles the earnings of any bonked Mover.
  • If Money trigger is bonked by Personaball, it transforms into Coinball, and vice versa. (Money synergizes better with ATM now).
  • Invearth rarity changed from Mythic to Rare.
  • Added new Parachute trigger. It's a Mover. It inverts the gravity of just the ball that bonked it.
  • Added two new Nudge triggers that point up. They're also Movers. All four Nudges are simply called "Nudge" now and distinguished by their icon.
  • Removed Semi-Lucky Kinda Charm, renamed Very Lucky Charm back to Lucky Charm. Lucky Charm triggers 100% of Rainbows again. Added a Cooldown to Lucky Charm such that it can only fire once every 1.0 seconds. Future triggers may also use the Cooldown mechanic; this is a geeneral purpose mechanic and not just a one-off for Lucky Charm.

Quality of Life

  •  Config (e.g. music/fx volume etc) is now saved between runs.
  • Added credits and release notes panel on home screen.
  • Added a much stronger hint about valid trigger placement.
  • Added a few hint texts to explain basic choices in the game.
  • Fixed an issue with trigger descriptors spilling out of their selection panel (clips nicely now)

Fixes 

  • Plates (and Maps, etc) now only provide one 2x multiplier each, no matter how many times they are hit. For example, three different Plates will stack to form an 8x multiplier, but one Plate hit by three different balls will only generatea 2x multiplier.
  • Fixed a bug with Lucky Charms wher  e each Rainbow would spawn a coin for *every time it had been hit so far in the chain*. It will now, as intended, only spawn one coin, regardless of how many times that Rainbow had appeared in the chain. 
  • Fixed a bug where ATM would earn out money if bonked by ANY ball, rather than just Personaball.
  • Skipped earning floaties/sounds for $0 earns.
  • I don't think it's possible to overflow an integer anymore while scoring, but just in case, earnings can never go below zero, so if you overflow an integer, it will score as zero.

Files

ballionaire-windows.zip 42 MB
Version 1 Oct 14, 2023
ballionaire-linux.zip 47 MB
Version 1 Oct 14, 2023
ballionaire-html.zip Play in browser
Version 1 Oct 14, 2023

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