A COMBAT PINBALL ROGUELIKE

BATTLEBALL

PINBALL FIGHTS BACK.

SCORE012450
IN DEVELOPMENT
TURN03
GAMEPLAY VIDEO / GIF / SCREENSHOT YOUR GAME GOES HERE. Drop in a real capture when you're ready.

Build a pinball table into a combat machine. Bumpers punch goblins. Ramps poison knights. Rollovers crank up damage. Keep the ball alive long enough and the whole run starts getting weird.

OKAY, BUT...

WHAT EVEN IS BATTLEBALL?

It is actual pinball, except the shots you make are attacks, heals, status effects, combos, multipliers, and whatever ridiculous nonsense your run has turned into.

The table is not decoration. It is your build. A bumper can become a weapon. A target bank can heal you. A ramp can finish an enemy. A rollover lane can crank your damage higher every time you complete it.

BUMPERSDAMAGE / FEAR / GOLD / CHAOS
RAMPSBIG HITS / POISON / FINISHERS
TARGETSSETS / HEALS / COMBOS
ROLLOVERSMULTIPLIERS / SEQUENCES
THE LOOP

LAUNCH. SMASH. DRAIN. GET STRONGER.

01LAUNCH

Pull the plunger. One ball begins your combat turn.

02SMASH STUFF

Make shots and trigger whatever your current machine has become.

03DRAIN

The queued damage, healing, statuses, and multipliers resolve.

04UPGRADE

Win the fight, pick something dangerous, and make the next ball stranger.

THE ENEMIES AREN'T JUST HP BARS

THEY MOVE. THEY HIDE. THEY HIT BACK.

Melee units protect the front. Mages and ranged enemies hang in the back. Fear can push them away. Flank attacks can skip the line. Stagger can stop a threat in place.

RUNS GET WEIRD

BUILD SOMETHING STUPIDLY POWERFUL.

The goal is not a pile of +1s. The goal is a run you want to tell somebody about afterward.

CHARACTERSCHANGE THE RULES

Poison specialists. Back-line assassins. Fear controllers. Blood mages. Shock chains. Risky berserkers.

RELICS / TOMESBREAK THE RUN

Bumpers make gold. Overkill heals. Poison spreads on death. Ramps spawn extra balls. Weird global rules stack up.

5-SLOT INVENTORYCHEAT AT THE RIGHT TIME

Heal now. Block the drain. Double damage. Magnetize the ball toward bumpers. Trigger multiball mid-shot.

BOARDSPLAY DIFFERENT

Bumper-heavy tables, ramp-heavy tables, loops, target sets, and layouts that change what a good build even means.

EXAMPLE INVENTORY
+10HEAL
×2DAMAGE
MAGBUMPERS
SAVEDRAIN
×2MULTIBALL
DEV LOG

DEVELOPMENT
LOG.

ALL DEV LOGS
Prototype milestone

The loop finally loops

Battles can now be played from start to finish: survive the ball, resolve combat, win the encounter, choose an upgrade, and keep going.

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Road ahead

Where the roguelike goes next

Characters, persistent relics, active inventory items, shops, multiple boards, and increasingly strange builds are all on the whiteboard.

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