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Plinbo, a Plinko roguelike sounds like a slam dunk. There’s even a faint hint of a Balatro-style "numbers go brr" buried in here. Unfortunately, Plinbo never really gets past the prototype phase of that idea. The biggest issue is how aggressively the game leans on RNG. Runs are dominated by stacked percentage rolls, 30% for this, 20% for that, and progression often hinges on whether you randomly chain the right triggers in a row to even reach the next round. RNG can be fun, but here it crosses the line from “controlled chaos” into “coin flip endurance test.” This problem is made worse by how inconsistently the cards themselves are presented. Some cards clearly show odds (20% / 80%, 50% / 50%), while others simply say “you get this or this” with no probabilities listed at all. That inconsistency makes decision-making feel fuzzy at best and misleading at worst, especially in a game where chance already dominates everything. This is made worse by how easily the game’s systems fall apart. There are already multiple infinite-run builds, and they’re far too easy to achieve. Stacking certain modifiers can quickly lead to runaway effects like infinite ball spawns or near-unlimited rerolls, which then snowball into absurd ball values. These setups don’t feel clever or intentional — they feel like oversights. Once you hit that point, the game stops functioning as a roguelike and turns into a passive endurance exercise rather than something that rewards planning or skill. On top of that, the overall design feels rushed for a game that has already left early access. It doesn’t really feel like it’s beyond a design prototype yet. The UI is clunky, the design language isn’t uniform, and many cards are hard to read or outright confusing. There are also basic usability issues, like the pin shop deleting prior abilities without any warning when you buy a new one. The audiovisual side doesn’t help either. The soundtrack is a single looping track, there’s a noticeable lack of satisfying “casino-style” Plinko sound effects, and the heavy Unity bloom just makes everything harder to parse rather than more exciting. For a game tagged as a Card Game and Roguelike Deckbuilder, player choice is surprisingly limited. You’re told to “build a deck,” yet you’re capped at 6–8 cards and only 10 special balls available per deck. Pins barely matter until later rounds, balls often feel irrelevant for most of the run, and after a couple of hours you’re mostly rotating the same few cards while hoping the RNG gods feel generous. Compared to something like Balatro, with its massive joker pool and layered synergies, Plinbo just doesn’t give you enough levers to pull. Ultimately, it’s hard to tell what the game really wants to be. Player agency is minimal, balance is shaky, and the endless leaderboard devolves into less of a skill showcase and more of a “who has the most time to waste” board. There is potential here, but right now Plinbo feels shallow, unpolished, and overly dependent on randomness. It needs significantly more depth, clarity, and restraint before it can live up to the idea it’s built on.