Wait, when did I give that bumper poison?
Upgraded features now carry visible effects so their bonuses are easier to remember during a ball.
- VFX
- Upgrades
- Readability
I kept running into a very simple problem: I'd upgrade something, get back to playing, and forget which feature had the bonus. The floating reward helped after a hit, but I wanted a reminder before aiming at it.
Features now have idle effects for their available upgrades, with a stronger reaction when the effect fires. Poison has its green bloom, electricity crawls over surfaces, and other effects have their own visual language.
The normal starting damage or healing stays quiet. Otherwise the entire table looks upgraded before I've made a single choice. Multiple added effects can show together, and the surface placement helps longer features like ramps carry the effect beyond one tiny spot.
Availability matters too. A bonus that's already spent for this ball shouldn't keep advertising itself. The visuals need to tell me what the next hit can actually give me.