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Plinko Roguelike

stello124.plinkoroguelike_project

Plinko+Roguelike. Drop the ball. Watch it bounce. Build an engine that breaks the game.

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About

PLINKO ROGUELIKE

Drop the ball. Watch it bounce. Build an engine that breaks the game.

Plinko Roguelike takes the addictive satisfaction of dropping balls through a peg board and fuses it with deep roguelike deckbuilding. Every ball that falls is a chance to hit a multiplier — but the real game is what you build between rounds.

HOW IT PLAYS

Survive 15 rounds by hitting your score target each time. Drop balls, chain multipliers, and cash out before you run out. Between rounds, spend your winnings in the shop: collect powerful tarot cards, take risky challenges, and buy special balls that bend the rules. Stack the right combos and watch a single drop snowball into a massive payout.

BUILD YOUR RUN

  • 48 Tarot Cards — permanent effects that define your strategy. Go wide with many balls, or go tall with a few powerful ones. Chain synergies into game-breaking engines.
  • 24 Challenges/Gambit — high-risk, high-reward gambles and round objectives. Push your luck for huge gains.
  • 17 Special Balls — Golden, Bomb, Black Hole, Encore, and more. Each changes how the board plays.
  • Two-layer difficulty curve — the target climbs as you go. Can you keep up?

CHALLENGE MODE

Challenge Mode is an endless roguelike run with one question at its heart: how far can you go? Every round you take on a challenge and chase its reward, while forced bosses change the rules and test the build you have made. The deeper you push, the harder it gets, and it never stops.

  • 37 Challenges — Choose your risk each round, from safe picks to high stakes gambles. The rewards are big, and the penalties grow the deeper you push.
  • 18 Rule Changing Bosses — They freeze the top slots, shuffle the board after every ball, put a toll on every peg, and more. No two boss rounds play the same.
  • Cards and Gambits of its own — Tools made just for this mode.
  • Truly Endless — The pressure keeps climbing past round 100. No finish line, only your limit.

CLIMB THE LEADERBOARD

Compete globally across both modes. In the main game, chase the highest round and the biggest single run. In Challenge Mode, climb the boards for rounds, value, and wins. Can you make the top? No two runs are ever the same. Drop in.

Player history

7d range · hourly averages

Updates

3 updates
Challenge Mode Update! Challenge Mode, a brand new endless roguelike mode 10 changes

Added

  • Challenge Mode, a brand new endless roguelike mode
  • 37 challenges to take on, from safe picks to high stakes gambles
  • 18 rule changing bosses, each one changes how the round plays
  • New cards and gambits made just for Challenge Mode
  • Endless scaling that keeps pushing past round 100
  • A first time tutorial that teaches the mode
  • Background music with a volume slider in settings
  • New Challenge Mode leaderboards for rounds, value, and wins

Improved

  • Card info now shows fully when you hover a card
  • A cleaner screen for selling cards
Game Feel & Balance Update Screenshake and impact effects that scale with the slot multiplier 27 changes

Added

  • Screenshake and impact effects that scale with the slot multiplier
  • Money, target, ball value, tickets, tokens and round counters now animate when they change
  • Target plate pulses when you're close, with a golden TARGET REACHED moment
  • Streak celebrations for consecutive high multiplier landings
  • Ball count now fills up source by source at round start
  • Gambit reveals: cards shake in tension, then flash green on a win or crack red on a loss
  • Token burn feedback when you spend a retry
  • Unique visual effects for every special ball
  • An entry moment for Endless mode and an orange round marker
  • Lottery BUST moment when the dice come up 0

Improved

  • Reworked The Drip: now drips money for every ball you throw instead of growing ball value
  • Reworked The Mill: grants +1 permanent ball every even round while held
  • The Hive now costs 9 and no longer appears before round 6
  • River, Favorite and Nice Review now give flat value
  • Midas golden pegs now last 2 rounds
  • The Lottery rolls 0 to 9 per copy and shows each dice separately
  • Tighter growth caps and ticket economy
  • Added a brief pause after round results so big moments can breathe
  • Leaderboard numbers are shortened above 100K so they always fit
  • Challenge results are bigger, centered and use the pixel font

Fixed

  • Critical: the Gamble ball's wild slot no longer carries over into a new game
  • Ball debts no longer steal balls from your next run
  • The Meteor's golden charge is no longer wasted on special balls
  • Ghost traces and misaligned pegs, slots and shop cards after effects
  • Leaderboard rows overlapping the tab headers
  • Old challenge text no longer lingers into the next round
  • UI plates no longer shift when bonus text appears
Balance Update Rebalanced the whole economy — no more infinite snowball builds, tougher runs, harder Endless. Plus cleaner number formatting and description fixes. 1 change

Fixed

  • Rebalanced the whole economy — no more infinite snowball builds, tougher runs, harder Endless. Plus cleaner number formatting and description fixes.

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