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Ball Roster
The player begins with an old ball. The ball shop carries 5 ball items and Pluck (cursor gear).
Each hit banks 1 soul immediately and increments the burst counter. On consolidation, the burst counter releases as a burst, scaled by the ball's release multiplier. The burst counter resets on miss; already-banked soul from hits is safe.
Balls are not unique. Duplicates work identically to the first copy. All duplicates cost 2× per copy. First rotation is a mix of standard balls like tennis, baseball, golf.
| Ball | Base cost |
|---|---|
| Old ball | Free |
| Tennis ball | 10 |
| Goop | 80 |
| Comeback | 100 |
| Cadence | 100 |
| Cheater | 120 |
| Pluck | 60 |
Pluck is unique, one purchase.
Each ball levels up by accumulating consolidations across all rallies. A consolidation is one tier completion.
| Parameter | Default | Description |
|---|---|---|
hits_to_consolidation |
10 | Paddle hits to fill a tier band (global) |
consolidations_to_l2 |
5 | Consolidations before L2 unlocks (per ball) |
consolidations_to_l3 |
10 | Cumulative total needed for L3 (per ball) |
consolidation_release_multiplier |
1.0 | Soul release = accumulated × multiplier (per ball) |
hits_to_consolidation is one global number. consolidations_to_l2 and consolidations_to_l3 are per-ball tunable; stronger balls gate behind higher counts. consolidation_release_multiplier tunes the release reward independently. Five consolidations per level is the starter default. Each ball tracks accumulated_soul as a runtime counter, reset on consolidation release or miss.
Button on the ball shop. Re-rolls which balls are available in the shop. Introduced after the shop is cleared. First refresh is free; subsequent refreshes scale with the base cost of the balls currently in rotation.
Role: ball Default starter. No effects.
Role: ball
Soul burst amount is random per ball.
- L1: baseline rally. Hit, miss, consolidate.
- L2: bonus soul on consolidation.
- L3: bigger consolidation soul burst.
Most balls grant some consolidation soul.
Role: ball Zach found it under the floorboards.
- L1: at consolidation splits in two. Collide to merge for a soul burst.
- L2: each consolidation splits one more.
- L3: only the original merges; the rest fold into it.
Not merging before consolidation is a missed bonus, no penalty.
Role: ball Worn felt ball from an old toybox.
- L1: balls curve toward where you reach.
- L2: once per consolidation, a ball that would miss semicircles around you. One save per consolidation. More balls on court means more chances to miss; the save is a safety net, not a guarantee.
- L3: save shared with partner; can be spent on their miss or yours. You don't choose which. Two players, one save; more court pressure thins it further.
Role: ball Shifting weights inside, doesn't fly true.
| L | Trigger | Frequency | Reward |
|---|---|---|---|
| L1 | Wobble, random interval. Small lateral nudge off straight line | Most hits | Small bonus per hit |
| L2 | Lurch, every 3-5 hits. Lateral physics push | ~1 in 4 hits | Medium bonus per hit |
| L3 | Mad dash, every 15s | 3s burst | Large soul burst |
Role: ball
| L | Trigger | Frequency | Reward |
|---|---|---|---|
| L1 | Steady speed rhythm, rises and falls | ~half of hits | Base bonus per hit |
| L2 | Rhythm is erratic | Most hits | Increased bonus per hit |
| L3 | Surge, every 15s | 5s activation | Large soul burst on hits during surge |
Sister to Cheater. Both teach reading an unpredictable ball: Cheater through spatial deception, Cadence through tempo deception.
Role: cursor gear Zach's glove, worn by the cursor.
graph TD
capacity["Capacity: pick, release all; 1 ball, upgrades to 5"]
capacity --> throw["Throw (speed by flick, upgrades to faster)"]
capacity --> choose["Choose (pick which to release)"]
throw --> juggle["Juggle"]
choose --> juggle
| Item | Mechanic |
|---|---|
| Tennis ball | Rally loop (hit, miss, consolidate) |
| Goop | Multi-ball management, merging |
| Comeback | Positioning shapes ball path |
| Cheater | Reading the ball in flight, unpredictability |
| Cadence | Reading tempo, rhythm disruption |
| Pluck | Manual ball handling |
Helmet, Friendship bracelet; old starter equipment. Move to future shop. Magnetism repurposed into Comeback. Cadence repurposed from equipment into ball.
Contributing
The game
The Cast
Process
Reference