comments for PlinkIdle
sort: go backThis is a very mild annoyance but if you're going to floor the visual cost of an upgrade, you should also floor the upgrade cost itself. If I am told it costs "5" to upgrade but I can't upgrade it with "5", that's a bit annoying. Fun game though.
fueling my gambling addiction.......
gambling incrmental
if your addicted to plinko this is for you
Fun enough for a few minutes, but very unbalanced
Auto ball is useless (too expensive for little improvement) and I ended up just maxing manual button upgrade and holding the mouse on that button
Random bucket upgrade is also useless when peg upgrade exists. Maybe it gets relevant on endless runs but you designed the game around changing boards frequently so I'm not bothering with it either
I thought I'd hunt for achievements once I reached the last board but after looking at them I gave up
Despite all that negative stuff I think you're on to something and you should polish it, it can be a great game!
i guess it would be neat if at some point getting a full golden board was feasible, rn cost scaling is too harsh for that
I hit the kill screen! Somebody tell Summoning Salt!
re: developer response; Starting at around the end of level 2 and in 3. I'm in level 4 right now and it hasn't lagged yet.
developer response: Thank you! Will look into that <3
Needs more levels! Really enjoying this game, so hoping it'll get some content updates.
i like the sounds but it gets unbearably laggy, ruining said sounds :(
developer response: Can I ask, at what level are you experiencing lag? There's a super crash that happens during the final level at end game that we're working on fixing.
pressing the mute button doesn't actually mute the game it just makes the sounds really really quiet
I'm past 100k balls on the last level alone but the ball drop achievements II ->V just show 00/10000... earned.
And setting aside the few achievements that would require an immense grind past the endgame Gold Peg III is utterly impossible without another level but I really hope you've got some features planned to make it easier too because this feels like one of those things that would be technically possible if not for the heat death of the universe happening first.
NVM, I see on itch you're aware of this.
As for feedback on the game itself, auto-drop badly needs a price scaling adjustment, or upgrades that cause it to drop extra times. With manual drop scaling faster it's easy to get into a situation where you have to hold click for minutes at a time to make progress, because auto drop is 5-15x weaker than manual.
bucket upgrade achievement bugged i have it but i did not level a bucket up to 10
Bug report: I went from stage 2 back to stage 1 and got an achievement for leveling a bucket to L10.
Memory access out of bounds shortly after upgrading to manual drop 0.07s
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)
free faviroute and 5star, keep it up
developer response: Thanks so much!! <3 We're working hard on a new build with more features.
pretty good but it gets repetetive at around lvl 4
Doesn't reoccur immediately after a refresh, so may be mem leak?
So far my issue is that none of your previous progress matters at all whenever you move on to the next ball. Functionally a blank slate every time.
developer response: Thank you for the feedback! This is changing in our next build. Coins and upgrade unlocks will be global, and "offline" progress will be a prestige improvement. Check out our dev log link if you're interested in seeing what's next.