Balls are planning what’s next…
[p]Hello,[/p][p]
Artistic vision: “The Council of Balls”, Leonardo The Ball, 1564. [/p][p]The game has already reached almost 500 people worldwide. Thank you for playing, reviewing, and spending time with the game — this is what truly drives further development. Full post content: Below I share what I am realistically thinking about and considering as next steps. These are not promises or marketing — this is the current state of planning. If something here makes no sense or something important is missing, I can only see it if someone actually names it. Trailer[/p][h2]Directions I am currently considering and even already testing[/h2][h3]Game modes[/h3][p]As unlockable additions later in the game — the core Flappy/arcade mode remains the heart/DNA of the game, each mode would have separate online leaderboards, and some would unlock after completing tasks or spending time in the game — e.g. after 12h, 24h, 48h, etc., so as not to disrupt the game’s core flappy DNA — this is mainly for players who might later feel a lack of content.[/p]
[/p][h3]Upgrade system[/h3][p]Randomness control (prototype) [/p]
[/p][h2]If any of this is important (or makes no sense)[/h2][p]You don’t need to write long posts. Just:[/p]
- [p]Campaign (narrative mode) — a philosophical, reflective story about the “ball” as an idea/form (not just an object), about movement, chaos, and control. No time pressure and no leaderboards.[/p]
- [p]Sandbox — no pressure and no ending (you play as long as you want). No leaderboard or a single shared one.[/p]
- [p]Tower Defense mode — static defense of a position against waves of enemies (Plants vs Zombies style).[/p]
- [p]SHMUP mode — full X/Y movement across the entire playfield (classic bullet-hell / arcade shooter).[/p]
- [p]Local versus / hot-seat mode — take turns playing on the same screen.[/p]
- [p]LIKE — I want to see it more often[/p]
- [p]DON’T LIKE — I want to see it less often[/p]
- [p]TEMPORARY / PERMANENT BAN — I don’t want to see it in this run or ever[/p]
- [p]Projectile splitting on axes (up / down / sideways)[/p]
- [p]Spirals and rotating flight paths[/p]
- [p]Projectiles orbiting around the player (drones / boomerangs)[/p]
- [p]Linking projectiles into lasers / beams[/p]
- [p]Leech (stealing HP from enemies)[/p]
- [p]Projectiles that collect XP[/p]
- [p]Swarm intelligence (projectiles react to other hits)[/p]
- [p]Portals (entry/exit like in Pattern Survivors)[/p]
- [p]Chaos bullets[/p]
- [p]Upgrade Chest — a chest with a random upgrade or reward[/p]
- [p]Slow Motion — slows time for a few seconds[/p]
- [p]Freeze — freezes enemies[/p]
- [p]Nuke — clears the screen of enemies[/p]
- [p]Shield — temporary invulnerability / shield[/p]
- [p]Double XP — double experience[/p]
- [p]Magnet — pulls in all XP crystals[/p]
- [p]Extra Skip / Roll Token — additional use of SKIP or ROLL[/p]
- [p]Bullet Storm — sudden increase in projectile count[/p]
- [p]Overclock — faster shooting and movement at the cost of control[/p]
- [p]Time Rewind — rewind the last few seconds[/p]
- [p]Ghost Mode — pass through enemies for a short time[/p]
- [p]Drone — orbits the player and shoots automatically[/p]
- [p]Wingman — a small SHMUP ship moving independently[/p]
- [p]Shield Unit — generates a protective field[/p]
- [p]Collector — collects XP and power-ups from a larger radius[/p]
- [p]Disruptor — slows or weakens enemies in range[/p]
- [p]Codex / bestiary / mechanic descriptions[/p]
- [p]Better build readability[/p]
- [p]Minimal meta-progression without destroying the arcade character[/p]
- [p]Save & Exit — save a run and exit at any time, then return to exactly the same spot[/p]
- [p]“FAL” boss wave system — short, intense waves plus boss fights at later levels.[/p]
- [p]“this mode makes sense / this doesn’t”[/p]
- [p]“this is interesting / this doesn’t interest me”[/p]
- [p]“X is missing”[/p]
- [p]"bump"[/p]
- [p]like up / down[/p]