The little magic workshop
Comparing effects in a separate preview helped settle on a green medic cross for healing features.
- VFX
- Healing
- Development
Prototype milestones, board experiments, combat ideas, things that worked, things that absolutely did not, and everything learned while turning BattleBall into a real game.
Comparing effects in a separate preview helped settle on a green medic cross for healing features.
Bewitching has become more controlled, and its success now happens when the ball earns it.
A custom lightning strike gives the board a much more visible impact without relying on another effect pack.
A recovery nudge helps with the rare ball that manages to lose every last bit of momentum.
The hit that breaks armor no longer carries its leftover damage straight into health.
Dressing the machine helped, but more signs and detail weren't always making it look better.
Four new special events turn the same board spot into very different offers.
Two ramps and a little elevated bumper terrace gave the next board a different reason to exist.
Switchback Grove gave us another playable layout and a useful warning about making variations too similar.
The end screen now gives the run a proper breakdown instead of a small pile of totals.
Shot Flow now offers more interesting payoffs and has to be earned before another opportunity appears.
The overhead view now has a live battlefield window, plus an early foundation for cabinet displays.
The first launch was heading for the drain too quickly, so the layout got a proper restart.
Rallying Cry and Called Reinforcements give melee enemies different ways to interfere during a ball.
Optional hard battles now have stronger groups and more pressure, with better treasure opportunities in return.
The run now travels through a draggable landscape with real route choices and a castle waiting at the end.
Divine rewards are the deliberately rare things that can turn an ordinary run into complete nonsense.
Enemy magic moved away from big announcements and toward clearer warnings on the actual board feature.
Making the ramp transparent solved one visibility problem and created a distraction of its own.
Scroll-style rewards and clearer labels are helping the interface feel closer to the game around it.
Board rewards now separate the effect you want from the feature that gets it.
Speeding up the table meant looking at the whole trip, not just its fastest possible shot.
Combat and spell sounds are replacing the placeholder beeps, with a few choices still bothering me.
Floating rewards now share a little bounce and drift while staying connected to the feature that earned them.
A smoother animation experiment helped me figure out what I actually liked about the original sprites.
Battle payouts, shops and a limited reroll add decisions between the pinball fights.
Boards 4 and 5 looked promising, but Board 1 kept teaching me what I actually enjoyed playing.
A proper balance audit gave me more to work with than another run that felt a little too easy.
The route-changing ramp needed the moving arm and the stationary track to agree about what was actually moving.
Growing crystals give Chill a visible ready state and something satisfying to shatter on a hit.
Upgraded features now carry visible effects so their bonuses are easier to remember during a ball.
Recorded pinball sounds now give flippers, bumpers, launches, and ball contacts a more physical feel.
Finishing the fight no longer throws away the useful effects still waiting in your queue.
Repeated feature hits can build poison again, with less predictable spreading across the enemies.
The Gamble station gives you a tempting upgrade, a visible risk, and permission to walk away.
A lone enemy can now take the remaining countdown hits instead of wasting most of a lightning attack.
A reward for finishing a whole target set needed to compete with upgrading something I could hit constantly.
Nightscout brings a way to reach the enemies hiding behind the melee line.
Treasure chances now build through a run, and tougher carriers can improve the quality of their rewards.
Hurt and death animations give the little battlefield a much clearer response to each hit.
The battlefield now has morning, midday, and dusk scenes that belong to the same forest and castle setting.
Cleaner sprite animations, less text covering everything, and little floating icons that show exactly what each shot is giving you. The board is starting to feel a lot more alive!
Early fights were giving away upgrades too easily. The answer isn’t to make the table miserable, it’s to give the enemies a better chance to matter.
There’s a fight to finish, an upgrade to choose, and another encounter after it. That feels like a real milestone for my first game.
A mechanism isn’t a good addition just because it fits in an empty space. The important question is what happens after the shot.
Characters, relics, and items are now part of the prototype. The bigger run structure is still something I’m figuring out.