PlinkIdle

Posted May 23, 2025. Updated June 14, 2025. Played 5863 times for a total of 7764 hours.
description
MAJOR UPDATE
The game has a new core loop, more polish, and a more accurate flow for what we expect the fi
ABOUT
PlinkIdle is a chill-but-chaotic ball-dropping incremental game.
This demo has 1+ hours of gameplay. The loop:
- Drop balls
- Gather rewards
- Upgrade, drop better balls, hit better pegs, get better buckets.
- Advance across the stages
- Get those GoldCoin buffs
STATUS
This game is actively in development. We work for free at the moment, so please consider supporting our team by helping us get seen by the gaming community. Wishlists are so helpful!
SUPPORT US: Wishlist on Steam
HOW TO PLAY: View our Game Guide
CONTACT US: Contact Info via Linktree
steamlatest update
PlinkIdle Demo 0.3.1 June 14, 2025
- Fixed the crash
- New core loop with stages
- VFX polish
- pixel art cleanup
- new sprites
- font updates
- big UI overhaul
- added a ball counter
- added upgrades for multiplying ball counts
- PREVIEW ONLY - prestige menu
- fixed broken achievements
newest comments
you ABSOLUTELY should have named this "Plinkremental" or something adjacent
I like this game so far
Some of the sound effects are worse/more annoying than others, so more complex sound controls might be nice
minor bug/missing feature: Auto II and Drop II upgrades are missing (i) help text
things i like:
- the way the screen changes when the rarer balls are on screen. on level 4 if all buckets are at 10, this no longer occurs btw
- the way that higher rarity balls have actually different art
more reasons to go back to older levels would be nice. My own ideas for this would be either a specific currency/energy/etc that can be gained in each specific level that you need, OR a higher-than-gold-ball rarity unique item/relic that can be unlocked per-level
the demo seems to go by pretty fast, i know balancing idle games to be satisfying but not over too soon is both difficult and highly subjective but it does seem a bit faster than i'd anticipate. And then once I"ve "beat" the demo I've been sitting here just trying to max everything which is then really slow, more than i'd think
ideas/suggestions
hiding maxed upgrade buttons
prestiging/upgrading of buckets beyond the 1-10 level up system they have now (gilding? using overflow to buff some tertiary currency?)
candy level (mmm candy) or maybe cookies.
unique upgrades, such as a one-per-level-limit pin that just doubles balls that hit it or similar. idk more unique stuff is nice imo
some sort of DPS meter/more stats (money/balls per second, chance per ball rarity etc)
maybe mousing over individual pins could show money sums (I am dying of curiosity to know what % of my income is from my ONE gold pin)
different obstacles or shapes in levels
higher or lower gravity in levels (we all love moon levels, right)
Nice demo, keep up the good work!
Here are some things I noticed on my first experience with the game:
- Game scene isn't centered – it's snapped to the left side. At first, I thought that some UI might be missing
- On some stages it's very hard to see what's going on. Specifically on stage 3 – due to snow particles and white-tone background, it's also hard to see which pins are upgraded. Maybe some toggle buttons for effects/background would be cool?
- It feels odd for an incremental game not to have any permanent upgrades between stages. Right now, the only motivation to go forward is upgrading, but they will reset anyways, which feels unsatisfying
- I also feel like, as a player, I don't make any gameplay choices. Not every incremental games needs them, though
- While being opened in a website it feels like the game does not progress when being out of the screen viewport. That might not be an issue in a standalone app, but for a browser game I feel like this is a must have feature
- My inner math enjoyer don't understand how this setup results in uniform distribution haha. But it's more like a joke rather than serious question
And don't let folks like me frame you with solutions! Stick with your vision and we'll be back to check new updates :)
adding on to my previous comment, when I saw the golden ball and the way that the screen visibly changed, my heart kind of skipped a beat and was really excited for what might come :D im gonna get addicted to this arent i
actually an amazing demo, love this idea! how much do you think the steam game will cost? :)
top comments
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: EDITED - This has been fixed! Coins are now global. omg why is this text so big @_@ sorry
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.
This 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.
do previous levels keep running when ur on the next ones? if not, then why can you go back to them and continue upgrading them? i'm finding that aspect confusing.
The tooltip for "Drop II: scale drop count" upgrade is missing
Its nice but... why would you show upgrades for 5-2 and 6-2 when you cant access them?