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The long-term goal is not to turn BattleBall into a pile of percentage bonuses. We want runs to develop rule-breaking identities.

Characters may change how a build behaves. Persistent relics may alter global rules for the rest of the run. A five-slot inventory may hold tactical items that can be fired during a live ball: temporary multiball, a drain blocker, double damage, magnetic attraction toward bumpers, emergency healing, and more.

These ideas are still in active experimentation, but they all point toward the same goal: by the end of a run, your machine should feel meaningfully different from the one you started with.