Update v0.3 - Onboarding




Hey !
Big update today, lots of changes to how game progression work as i tried to focus on the onboarding .
This is mainly to avoid overwhelming new players as there was just too much going on when you first launched the game.
You now start with just one of each core game modifier:
game variant (normal), bonus spawn (balanced), rack (american), and table (classic).
You also get a set of 6 modifiers in each category:
bonus, malus, and random.
Everything else gets unlocked through a hidden achievement system.
The game now also begins with a short tutorial.
On the side, I added a few new modifiers and fixed a bunch of stuff.
Content:
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Progression system
As said in the intro: unlock bonuses, modifiers, game variants, bonus spawns, racks, and tables by completing small challenges.
Like achievements, you don’t know exactly what you need to do, the idea was to make progression feel natural and fun to discover.
New rack: Only 3?
You start with just 3 balls: one blue, one red, one black.
But there are already 12 modifiers on the table: 6 that add a blue ball, and 6 that add a red ball.-
New modifier: Disenchant
Has a very low chance to appear if more than 5 balls on the table have changed from their original state. It resets them all to their initial states.
This changed a lot of things under the hood because if the cue ball was modified and then gets reset, you can end up with two white balls.
Well, brace yourself, you can now play with both at the same time (like with the only white bonus but persistent). If you lose one, another random one becomes the main cue ball. -
New saving system
With all the changes to progression, I had to do a saving system so you don’t have to start from scratch every time. - Added some color variations to the different tables.
- Added new animations and sounds on a lot of small things.
Balance:
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Hit prediction now goes from 0 to 3 (previously 0 to 2)
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Adjusted roguelite mode:
More bonuses in the ability screen & Fewer bonuses directly on the table
UI:
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Hints
There’s now a full hint system. Hover over bonus icons, menu modifiers, game variants, and bonus spawns, and a small popup explains what each does. -
Quick game rework
Quick game is no longer a random draw, you just have fewer options than in custom mode but still have controls on what to choose.
Also reworked the end screen to include this quick game menu. -
Random selection options
You can now choose “Random” for game variants, bonus spawns, tables, and racks. -
Ball effects
You can now apply effects directly to the effect ball in the bottom right of the UI.
Right-click to cancel an effect. -
Added a splash screen
Fixes and minor changes:
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The breaking player now rotates between games
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Completely rewrote the ball logic script, things feel a lot cleaner and more consistent
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Hopefully fixed (blindly, couldn’t reproduce) a bug where the cue ball stayed petrified after a reset
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Fixed a bug where the spawn chance of the rock ball modifier wasn’t reset after an obstacle mode game, making it way more likely to appear in other modes too.
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Cue balls that get mummified now stay in cue ball state until the end of the round, so you don’t get unfair fault (e.g. not registering the contact with the ball you were aiming for)
Files
Get Poooooool
Poooooool
An arcade billiards game where power-ups change the game. Master shots, trigger wild effects, and dominate the table.
Status | In development |
Author | godDonut |
Genre | Sports |
Tags | Arcade, billiards, Casual, Local multiplayer, Physics, pool, power-ups, Retro, short-sessions |
Languages | English |
More posts
- Update v0.3.115 hours ago
- Update v0.2.216 days ago
- Update V0.2.118 days ago
- Big update - v0.219 days ago
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