Pegatelle
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Gameplay
Pegatelle is an infinite pachinko roguelite where you get only ONE SHOT and must traverse the dangerous pachinko board with the pachinko ball of your choice. As you descend the board, pop as many pegs as you can to level up and gain new items to make you even more powerful. Keep an eye out for the dangerous spikes as they will rapidly take out your health if you hit them too many times.
Play as 7 differently themed pachinko balls and gather the 34 unique items in the game! For those looking for a more casual experience, try the easy difficulty or if you need an even more of a challenge, try the hard difficulty. The game was made in two weeks for the HYPLAY Indie Galactic #2 Game jam so I won't claim everything has been balanced perfectly, but I hope you enjoy this prototype nonetheless.
HYPLAY provides login, leaderboard integration, and leaderboard expanded details for Pegatelle. See how you stack up against others! Browser the leaderboard to see what other players are doing to achieve their high scores. You can also play the same game seed (source RNG for procedural generation/loot/etc) under the details button of the leaderboard score entry.
Controls
- WASD: Directional nudging movement or to leave a chest/shrine/cannon
- Escape: Pause the game
Credits
- Profour: Programmer/Game Design/Artist/SFX
Attribution:
- Trevor Lentz: BGM - CC-BY-SA 3.0 - (Pixel River) (Taking Poison) (Hero Immortal)
- Subspace Audio: SFX - CC0 - 512 Sound Effects (8-bit style)
- KennyNL: Font - CC0 - Kenny Fonts
Pegatelle was created in the span of two weeks for HYPLAY Indie Galactic #2 game jam using Godot 4.4 dev 3 , Aseprite, and Audacity. All code, game design, and artwork were created during the game jam.
Comments
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It's pretty easy to get infinite momentum in any direction by using both the arrow keys and WASD in tandem. Is that intended?
Ya, that was intended. Both WASD and arrow keys bind to the same impulse so using both together is kinda like typing really fast. Ultimately there should be a cap on your momentum though, so if you were able to get infinite momentum then that would be a bug.
This is still a prototype though so the momentum mechanic may change as it has been a common feedback point that I need to look into more.
Thanks for playing!
Thanks!