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Patch Note 0.3.0 (beta)

Patch Note 0.3.0 (beta)


You can now test the reworked shop in this patch.

Since it's a beta version, there may be many bugs or placeholder texts included.
(How to Participate in the Beta Branch)

For save data that hasn't completed the tutorial in the previous version, conflicts may occur, so we recommend testing for users who have completed the tutorial.

This test version intentionally excludes all other update elements except those directly related to the shop. Therefore, some items that may confuse you are temporarily disabled.

[h2]Why is shop rework necessary?[/h2]

Basically, the existing shop overwhelmed new players with too many choices, leading to confusion. Also, there was an inherent problem where the game's depth decreased despite the increased burden on the player, because there were actually fewer meaningful choices in the existing shop. Therefore, the structure of the shop was completely redesigned.

[h2]How was it reworked?[/h2]

[h3]1. The goals of the revamped shop are primarily threefold:[/h3]

First, we aim for new players not to be overwhelmed by too many choices offered in the game and to naturally concentrate on the game.

Second, compared to the previous version's shop, we hope to be able to choose where to focus. For example, in versions prior to 0.2.0, you could always get the necessary elements, but in version 0.3.0, when the shop configuration that suits me appears, you can choose whether to lock the shop, allowing you focus on the necessary elements.

Also, with the reduction in reroll prices, it will be much easier to focus on obtaining desired badges, balls, bets, etc., compared to before. In other words, I hope that players will have more control over their strategies.

Third, we hope to address the issue of the previous version's shop, where players could attempt desired builds every match. The shop in version 0.3.0 opens up the possibility of trying out new builds by offering discounted items, while at the higher HE, players won't just clear using the preferred build, but rather, balance the initial build based on discounted items, and strategically find supporting items. This direction is aimed at balancing to encourage players to compose their early builds based on discounted items and strategically find supporting items for later stage of the game.

[h3]2. Separated the upgrade elements.[/h3]

By separating the way tokens are strengthened, we've resolved the problem of balancing balls and bets properly, which was difficult in the existing method. (The current state doesn't mean good balance, but it means that it is now structurally possible to adjust the values for each element separately. Compared to the previous version where multiple elements were tied to one upgrade.)

[h3]3. Created item tags.[/h3]

We've adjusted the appearance probability of each item based on the tags attached to the items. For example, items that can only be used in specific situations (e.g., items that give additional scores in pockets 6 and 28) have been modified to have slightly lower appearance probabilities when there is not many pockets 6 and 28. This reduces the probability of items that are overly suitable for specific situations from filling up the shop. But, unless specifically stated otherwise, there won't be an increase in item appearance probability over base value. (Currently, there is an issue where the variety of items feels less than before due to this change, and we plan to address this by quickly adding more items.)

[h3]****Added detailed descriptions for upgrades****[/h3]

Added a feature where you can view detailed descriptions of certain items or token upgrades by pressing the left Shift key. In-game explanations and UI for detailed descriptions, and controller support will be added at official release.


[h2]Balance Adjustments:[/h2]

- Now the shop displays 6 items, and among them, 2 are non-rerollable discounted items that can be purchased at a lower price than the original price.
- The reroll price has been reduced to 1 gold.
- A loan feature has been added to the shop. When used, you receive 1 gold in that turn, and you must repay 2 gold in the next round. It can be used up to 3 times in one shop turn.
- The shop now has predefined layout types, and when rerolling, it will only provide items from the same category.
- Each layout can be maintained for the next shop through locking.
- Now, the scoring upgrades for tokens and the special abilities upgrades for balls/betting are separated. Typically, the cost for token upgrades, which could previously be 3, 5, 7, 9, 11, 13, has been changed to 3, 4, 5, 6, 7, 8. However, token upgrades no longer enhance the abilities of balls or betting. The abilities of balls or betting can now be strengthened by purchasing ball ability upgrade or betting ability upgrade from the shop. Through these enhancements, special abilities can be upgraded up to +3 levels(when not upgraded, it will have a +1 level).
- The way of equipping bets to tokens has been reworked, now choosing bets no longer overwrites the existing bets. Now bets are divided into betting types and betting abilities. Betting type determines where to place the bet, (such as color, odd/even, corner, etc), while betting ability refers to enhancing the bet (such as Ice Bet, Gold Bet, Echo Bet, etc). Now, instead of purchasing a single bet combining both type and ability, you can purchase betting types and betting abilities separately.
- Each badge now has a tier. Purchasing “Unique” badges will decrease the probability of other unique badges appearing. Additionally, the starting bonus, the rare item box, has been changed to provide unique badges. Furthermore, each badge is tagged to have different appearance probabilities depending on the situation. Specific tag will be shown in UI with the official update.
- The chip gift / point gift / score gift has been added to the shop. Instead of selecting one out of three like a random item box, these gifts immediately provide a randomly selected badge from the corresponding category. These items will no longer appear if you already own at least one item with the corresponding tag.

[h2]Ball or Bets Adjustments:[/h2]

- Multi Ball’s base point increases from 5,7,10,10,12,15,15 to 5,7,9,11,15,19,25
- Multi Ball rolls 3/4/5 balls at each ability level.
- Super Ball’s base point decreased from 25,40,60,85,115,150,190 to 15,20,25,35,45,55,75
- Super Ball grants 2x/2.5x/3x base point at each ability level.
- Repeat Ball ability grants 1/2/3 times repeat at each ability level.
- Frozen Ball freeze 9/13/19 pockets at each ability level.
- Heart Ball is fragile after 1/3/5 uses at each ability level.
- Large Ball has 3/5/7 times the size at each ability level.
- Large Ball can now interact with pocket related badges multiple times with one roll.
- Pocket Ball’s base point increases from 5,7,10,10,12,15,15 to 5,7,9,11,15,19,25
- Pocket Ball is fragile after 1/2/3 uses at each ability level. (Will be adjusted later)
- Target Ball target 7/5/3 pockets at each ability level.
- Wave Ball’s base point increases 3/6/10 points per roll at each ability level

- Gold Bet now retains 1/2/3 times before turning into normal bet at each ability level.
- Ice Bet now freeze 6/8/12 nearest pockets at each ability level.
- Echo Bet now grants 0.5x/1x/1.5x chips at each ability level.
- Flash Bet now grants 2x/2.5x/3x chips at each ability level.
- Mirror Bet now grants 1.5x/2x/2.5x chips at each ability level.
- Straight Up Bet is now called Straight Bet

[h2]Badge Adjustments:[/h2]

- Badge Rarity is properly added to all badges. (It will be shown in badge description at official patch)
- The price of Bailout is adjusted from 9 coins to 11 coins.
- The price of The Cavalry is adjusted from 9 coins to 8 coins. Token multiplier changed from 1.5x to 2x.
- The threshold for Scrooge decrease has been reduced from 5 gold to 3 gold.
- Betsudo provides 90 chips instead of 100. Reduced chip for empty pocket has been reduced from 20 to 15
- Prime Number provides 75 chips instead of 60.
- Slot four Discard provides 1 discard instead of 2 discards.
- The price of Flash Duration is adjusted from 11 coins to 9 coins.
- The price of Longer Echo is adjusted from 10 coins to 9 coins.
- The price of Repulsion is adjusted from 5 coins to 7 coins.
- The price of Harbinger Ball is adjusted from 5 coins to 9 coins.
- The price of SubZero is adjusted from 11 coins to 9 coins.
- The price of Wave bet is adjusted from 9 coins to 11 coins.
- The price of Aftershock is adjusted from 9 coins to 11 coins.
- The price of Ascending Order is adjusted from 9 coins to 11 coins. Token multiplier changed from 0.4x to 0.5x.
- The price of Splendor is adjusted from 7 coins to 11 coins. Multiplier changed from 2x to 2.5x.
- The price of Growing love is adjusted from 7 coins to 11 coins. Provides 40 points instead of 20.
- Get Over Here provides 60 base chips instead of 40.
- The price of Prince and The pauper is adjusted from 7 coins to 11 coins. Multiplier changed from 4x to 5x.
- Indecisive pocket now records slot changed before buying the badge.
- Keep the change now records spending money before buying the badge.

[h2]Class Adjustments:[/h2]

- Trickster’s ability now more likely to give special ability of each behavior. (ex) If last bought item is pocket, “Pocket Changing ability” will be more likely to happen than before.
- Now ability granting random badge only proc when last bought item is Badge. You can now control whether you want to gain random badge or not.
- Increased overall chance of mark appearing
- Free reroll ability grants one more free reroll
- Now locking shop also locks mark of trickster

[h2]House Edge or Challenge Mode Adjustments:[/h2]

- Sealing Hipflask now lock only 1 token instead of half of tokens.
- Reroll Bellini now increase reroll price 1 coin per reroll at the shop

[h2]Feature Addition:[/h2]

- When at the betting table, the exception of appearance of the highest number of bets only applies to straight to line betting. Now, for all other bets, whenever the number of bets is not equal, the highest number of bets will always be displayed.

[h2]Bug Fixes:[/h2]

- Fixed a bug where Indecisive Pocket crashes the game.
- Fixed a bug where badges related to the Target ball do not work under certain conditions.
- Fixed a bug where the Ice related boss turns a frozen pocket into an unfrozen pocket.
- Fixed a bug where the edges were cut off in the shop display.

[h2]Known Issues Being Addressed:[/h2]

- It has been pointed out that changing pockets feels excessively difficult compared to before. We acknowledge that this is a real issue and adjustments are planned
- Super Ball and Flash Bet’s base values do not appear correctly in the UI
- Some Bet Ability shows placeholder description.
- Certain item shows text out of bound when pressing Shift

How to Participate in the Beta Branch

Hello,

Some of the content we're developing is still in progress and not ready for the official release yet.

If you're willing to participate in the beta testing, it would greatly assist us in refining our updates and implementing new features.

To participate, open Bingle Bingle's properties and go to the "betas" tab. There will be an option to opt into the beta branch.


Please note that the beta version is incomplete, so you may encounter frequent new builds, overpowered items, overly easy bosses, and other unfinished elements. If you wish to discuss anything about the beta version, please do so in the beta discussion channel within Bingle Bingle's official Discord server.

Unlike official game patches, we may not always provide notifications or patch notes for every new build we push.

We sincerely thank those who participate in testing, and we'll see you on the Discord channel!

Patch Note 0.2.1 B

[h2]Patch Note 0.2.1 B[/h2]

• Fixed a bug where no keys were being inputted anymore when the betting layout opened via token was closed by pressing the "View Betting Table" button at the top.

• Added the ability to toggle fullscreen mode by pressing the [ F ] key. This feature is prioritized for users experiencing issues with certain screen configurations, with additional options to address these problems such as monitor settings to be added later.

Patch Note 0.2.1A

Patch Note 0.2.1A

Bug Fixes:
• The issue where Hold My Ball crashing game has been fixed.
• The issue where Simplist and Prince and the Pauper interact in unintended way , now Simplist will no longer count 0 score ball as least score so next least ball will be scored.
• The issue where First Boss round discard is 1 less than intended has been fixed.

Patch Note 0.2.1

Patch Note 0.2.1

In this patch, it includes the addition of 16 new items that were not included in the previous patch, as well as balance adjustments and bug fixes.

[h3]New Items:[/h3]
Adding 16 new items, 12 of which are related to balls, along with 4 universally usable items.

• Repeat Repeat: Repeat Ball repeated by Repeat Ball effect gain 40 ball Points.
• Get Over here!: Bets placed while Repeat Ball effect is active gain 40 base Chips.
• Super Hero: Super Ball used at 0 discard and 1 round Token earn 300% Score.
• Splendor: Super Ball used while no bet is placed earn 200% Score.
• Prince and the Pauper: When Multi Ball is rolled, balls with most score earn no score and balls with least score earn 400% Score.
• Hold My Ball: When Multi Ball is rolled, If there is another multi ball landed in same pocket it earns 300% Score.
• Bullseye: When Target Ball land in center of selected range, Gain x3 ball points.
• Too Many Targets: If there is no duplicate number in selected range of Target Ball, Gain 80 ball points.
• Betting Fraud: Large ball can earn chips from same bet in different pocket as 50% betting value.
• Too Big to be Called: If Large Ball earn chips from at least two bets that does not affect same pocket at all, Gain 80 ball points.
• Frozen Sandwich: When Frozen Ball lands, Gain 8 ball points for each pocket already frozen.
• Subzero: When Frozen Ball activates, extend freeze area for each pockets already frozen or pockets with bet.
• Indecisive Pocket: Gain 6 chips permanently when changing pockets at the shop.
• Ascending Order: Gain Score(40% x Token Level) more score when next sequential level token is used, starts at 0.
• Bag of Balls: Gain 8 ball points for each different balls in the deck.
• Do a Barrel Reroll!: Gain 1 ball point permanently when rerolling at the shop.

The future plan for adding items: Items necessary for basic builds and designs will be added first, followed by universally usable items sequentially.

[h3]Fragile:[/h3]
Making all balls fragile was not a good design choice for gameplay. This excessively restricts the perks available to users and turns the act of rolling balls multiple times into an undesirable playstyle. In reality, the addition of fragility to balls was not primarily due to a need for fragility in design but rather as a temporary measure to balance the game to solve other issues. However, it was found through various feedback channels that this tied interesting balls to fragility, preventing them from being properly utilized. Through playtesting, it was confirmed that the initial change was a mistake. Therefore, the fragility of both balls is being removed.
Although there is concern that this decision may excessively increase the power level of the two balls, adjustments can be made through means other than fragility in the future if necessary.

• Wave ball is not fragile anymore.
• Multi ball is not fragile anymore.

[h3]Heart Ball:[/h3]
Heart ball was designed as a "scoring ball" but practically has been used only for synergy purposes. While creating various synergies is important, the magnitude of such synergy in the case of heart ball was often 20-30 times higher than other items, and this problem seemed likely to worsen as more items are added in the future. Therefore, instead of increasing the base value of heart ball at higher levels, the number of times heart ball can be reused at higher levels has been reduced.

• The base score of Heart Ball is nerfed. 15, 20, 25, 30, 35, 40, 45 -> 15, 20, 25, 35, 45, 55, 75
• Number of times Heart Ball can be resued is nerfed. 2, 2, 3, 3, 4, 4, 5 -> 2, 2, 2, 3, 3, 3, 4.

[h3]Frozen Ball:[/h3]
Ice bet became a powerful betting as one of the special bets due to the previous patch, but ironically, ice ball lost some of its usable areas.
Therefore, Frozen ball has been slightly strengthened at lower levels, and a function to not freeze the betted pocket early has been added. Additionally, ice ball now freezes the pocket it lands in.

• Freezing area of Frozen Ball is . 10, 12, 14, 16, 18, 20, 22 -> 15, 15, 17, 17, 19, 19, 21

[h3]Mirror Bet:[/h3]
The previous mirror betting was too unintuitive and difficult to use, so it has been patched to allow for combinations with specific items.

• Now, Mirror Bet select two areas, and one of them randomly receives a +, while the other receives a -.

[h3]Boss Adjustments:[/h3]
• Depredation: Instead of applying to all items, it applies to items in active status.
*So, the actual number of locked items has decreased*

[h3]Gold Adjustments: [/h3]
• Gold decreased by 1 gold in the first round.
• Gold increased by 1 gold for all boss rounds.

[h3]House Edge: [/h3]
• Clarified some ambiguous descriptions in certain House Edge features.
• Instead of strengthening Pizza House Edge by 50, it has been changed to be strengthened by 100.

[h3]Quest Adjustments: [/h3]
Investment was nerfed because its clear difficulty was too low and it was too easy to use and it will be modified later to interact more with the user's choices.

• Requirements for completion: 25 -> 35
• Additional betting points per coin: 10 ->7

[h3]Feature:[/h3]
Fixed a bug where the new version of the Betting Table was working unintuitively. It now shows each bet with a maximum count.

[h3]Bug Fixes:[/h3]
• The issue where the House Edge's Quest Varoni did not work when the game was restarted, has been fixed.
• The issue where the Quest count number text was obscured by token UI has been fixed.
• The issue where the Fragile Legacy value was not reset in the next round has been fixed.
• The issue where the Snow Drop value was not reset in the next round has been fixed.
• Now, the description of Snow Drop explicitly states that it changes only from Normal Bet to Ice Bet.
• The issue where items such as Betsudo and Elite Number were not applied immediately after purchasing from the shop has been fixed.
• The issue where Large Ball did not interact with various slot items has been fixed.
• The issue where Trickster did not receive effect of Investment under certain circumstances has been fixed.
• The issue where the Wood Token effect applied to the next perk when Wood Token was discarded has been fixed.
• The issue where Permafrost was considered as activated items has been fixed.
• The issue where Love and Hate triggered when the next ball was Heart Ball instead of triggering when the next-next ball was Heart Ball has been fixed.
• The issue where items modifying the shop were still applied in the next game when restarted via options has been fixed.
• The issue where Bet Diversity worked even when locked has been fixed.
• The issue where the House Edge did not increase from 290 to 300 has been fixed.

[h3]Known Issues Being Adressed:[/h3]
The feature indicating the pocket number with the most holdings in The Favorite Pocket item description. (It couldn't be implemented due to issues with the current item display method, but will be added later with UI updates).

We will announce the next patch schedule tomorrow.