Thanks for playing the game, friends.
This game was created and released within the duration of the game jam, and there are still improvements/features I'd like to implement. Releasing a small project that has an established gameplay loop was my priority. What took me 200 hours would probably take an experienced developer half the time. This is entirely the product of some random dude learning how to program this shit (Shoutout to YouTube s&box creators for their tutorials - SandKing, Carson Kompon, Derrik Creates). If you think the game is Peggle, I've succeeded in my goal, so you'll have to be more creative with the negative comments. ;)
I'm creating this thread so anybody who is interested will know what's on my radar.
Planned Features:
Power-ups, there will be 2 pegs per map that trigger different power-ups... These are planned to be unique in identity and function, but triggered how you would expect. This will be enabled by default, but I'd like people to be able to play without them if they'd like. The game is naturally much more challenging without power-ups.
More maps...10 was an arbitrary number I set for myself to finish within the game jam. Currently, I have achievements set for levels 1 through 10, later, this will be handled in stages, 1-1, 1-2, 1-3, etc. So if you want some easy achievements, now is the time to beat those levels.
Hangout area for multiplayer... The concept of having an arcade machine while the actual board is large and visible was the goal. You can hang out as your Terry and look at people playing on a big board while having a slightly more "robust" environment. I would make this an optional feature, so you can just play the game without even having a playercontroller if that's what you prefer. Some people won't give a shit about the arcade and just want to play the board game.
1v1... (Something to do with multiplayer)... This is how you'd expect if you're familiar with the game already. If there's enough interest in the game I'll be implementing this.
Scoring, and bonuses... If you get a "long shot" or "skill shot", there should be a bonus for doing so. The score tracking is in place for this already. Currently, you are only awarded extra balls for long combos (hitting 14 pegs in a shot), and when you hit the ball catcher. There is also a 50% chance of getting a free ball on a total miss, as a pity system. More challenging levels are a *little bit* too difficult without these extra bonuses or power ups.
Simplified escape menu. I actually wasn't sure if people would prefer just having the s&box one here. But it would be nicer if you could just immediately turn the music off if you don't like it, or change your 3 buttons... I have 3 relevant keybinds, "e" to use the machine, "left click" to shoot, "r" to retry. There is a functional pause menu created, it just didn't get proper testing, and therefore did not make priority for the game jam.
Improved aiming reticule. This will account for ball drop as well as collision with immediate pegs. I think the current distance is appropriate but I'll have to mess around with these additional values to really know.
Identified bugs:
Minor - Race condition identified, it is possible to trigger mouse control upon restart if simultaneously pressing retry. ["R" keybind will restart scene at any time, fixing the problem]
Relevant improvements/suggestions - Last updated September 24th, 2026 (Suggested by @) :
@Sejed - Lighting re-work for visibility. There are a few problem areas with this.
@Nixx - Indicate when next ball can be fired (turret is currently set on 3 second timer to ensure gameobjects are properly handled before next shot.) I like the proposed idea of just turning the targeting reticule off during this time.
Change retry to load directly into targeted camera (either arcade machine or Terry). This is definitely unnecessary jank which needs to be changed. Pressing E after restart is redundant and annoying long-term.
Thanks again for playing, I had fun learning this stuff and I'm looking forward to making more.
This game was created and released within the duration of the game jam, and there are still improvements/features I'd like to implement. Releasing a small project that has an established gameplay loop was my priority. What took me 200 hours would probably take an experienced developer half the time. This is entirely the product of some random dude learning how to program this shit (Shoutout to YouTube s&box creators for their tutorials - SandKing, Carson Kompon, Derrik Creates). If you think the game is Peggle, I've succeeded in my goal, so you'll have to be more creative with the negative comments. ;)
I'm creating this thread so anybody who is interested will know what's on my radar.
Planned Features:
Power-ups, there will be 2 pegs per map that trigger different power-ups... These are planned to be unique in identity and function, but triggered how you would expect. This will be enabled by default, but I'd like people to be able to play without them if they'd like. The game is naturally much more challenging without power-ups.
More maps...10 was an arbitrary number I set for myself to finish within the game jam. Currently, I have achievements set for levels 1 through 10, later, this will be handled in stages, 1-1, 1-2, 1-3, etc. So if you want some easy achievements, now is the time to beat those levels.
Hangout area for multiplayer... The concept of having an arcade machine while the actual board is large and visible was the goal. You can hang out as your Terry and look at people playing on a big board while having a slightly more "robust" environment. I would make this an optional feature, so you can just play the game without even having a playercontroller if that's what you prefer. Some people won't give a shit about the arcade and just want to play the board game.
1v1... (Something to do with multiplayer)... This is how you'd expect if you're familiar with the game already. If there's enough interest in the game I'll be implementing this.
Scoring, and bonuses... If you get a "long shot" or "skill shot", there should be a bonus for doing so. The score tracking is in place for this already. Currently, you are only awarded extra balls for long combos (hitting 14 pegs in a shot), and when you hit the ball catcher. There is also a 50% chance of getting a free ball on a total miss, as a pity system. More challenging levels are a *little bit* too difficult without these extra bonuses or power ups.
Simplified escape menu. I actually wasn't sure if people would prefer just having the s&box one here. But it would be nicer if you could just immediately turn the music off if you don't like it, or change your 3 buttons... I have 3 relevant keybinds, "e" to use the machine, "left click" to shoot, "r" to retry. There is a functional pause menu created, it just didn't get proper testing, and therefore did not make priority for the game jam.
Improved aiming reticule. This will account for ball drop as well as collision with immediate pegs. I think the current distance is appropriate but I'll have to mess around with these additional values to really know.
Identified bugs:
Minor - Race condition identified, it is possible to trigger mouse control upon restart if simultaneously pressing retry. ["R" keybind will restart scene at any time, fixing the problem]
Relevant improvements/suggestions - Last updated September 24th, 2026 (Suggested by @) :
@Sejed - Lighting re-work for visibility. There are a few problem areas with this.
@Nixx - Indicate when next ball can be fired (turret is currently set on 3 second timer to ensure gameobjects are properly handled before next shot.) I like the proposed idea of just turning the targeting reticule off during this time.
Change retry to load directly into targeted camera (either arcade machine or Terry). This is definitely unnecessary jank which needs to be changed. Pressing E after restart is redundant and annoying long-term.
Thanks again for playing, I had fun learning this stuff and I'm looking forward to making more.