In game design, integrating life simulation mechanics with roguelike gameplay creates unique player experiences where each run represents a different life story. The game Pachinko Life demonstrates this concept by having players choose a country, class, and job, with each selection affecting gameplay mechanics (e.g., Canada's ice trail, Mexico's piñata pegs, Japan's peg shoving). However, effective life simulation requires more than just adjectives; it needs actual narrative elements like memories, life events, and meaningful character backstories to create emotional engagement. The game's current implementation uses only adjectives (e.g., 'feral,' 'dreamy') rather than actual life events, which limits replayability and player investment. Successful implementation requires balancing narrative depth with gameplay mechanics, ensuring that each run feels like a distinct life experience rather than just a different adjective combination.
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Deep Dive
I Lived Several Lives in this Peggle Roguelike…Added:
I am obsessed with all of the Pegle and Plinko and Pachinko rogue likes out there. I mean, I've got over 400 episodes in Pegglin alone. And I stumbled across an upcoming game, Pachinko Life, where every run in the game is supposed to tell the story of a random person from a random country and a random job and all of the different things that happen to them in life actually influence your build in the Pachinko rogike. And I just loved the concept of a life simulator being mashed up with a pachinko rogike. That just seemed super interesting to me. So, we checked it out to see how it is. And I'm not going to lie, it's pretty freaking promising. So, stick around to see how our future lives work and let's just jump in it. So, first of all, we choose a country. Canada, Italy, Japan, Mexico, or Norway. They all actually do different things. Canada. The ball leaves an ice trail. Pegs near the trail shatter 1.5 seconds later. You know what? Let's do meteorologist in Canada.
Every peg hit change through two more nearby pegs in sequence. And I guess we'll be on normal mode here. And we're going to begin life.
So, we're Owen Scott, the meteorologist from Canada.
Uh, we have 10 balls. Oh, so what do I need to do? just get a certain amount of points, I would assume. Or is it like I need to hit all of the orange pegs? I think I need to hit all of the orange pegs cuz that is charging the left side of the screen here. I do like this little chain that we have. And then sometimes we're going to do frost or something.
Can I look at any point in time my class and stuff?
It would be cool if you could.
Three. Yeah. Three out of eight.
So, I do think the goal is entirely uh to get all the orange pegs. So, I know it's called pachinko life. I don't ever really know the difference. Oh, if you it land in that, you get the ball back.
Interesting. Definitely feels more of just like a pegle rogike, but I don't really know the difference of all of all of these things.
Okay, so I need that orange. Oh. Oh. Oh.
Oh.
Oh. So, I think that was the ice. So, I have three more balls here.
I will say so far the I just I mean, we just came off of playing three hours of Peglin, the awesome Pegle Rogike that we've done, you know, hundreds of episodes. I do think the bounces and the gravity of it could be a bit improved, but we might already lose the run. Let's see. Depends on if I can hit this orange.
Come on. Ooh, we hit it.
So, okay. How is this life going to come? Are we going to get like Oh, we're just still round two. I'm really Because the the the premise of this game is every every run you do is a life lived, right?
Oh, a memory takes hold. Insatiable. The ball grows with every peg it hits. Or while moving fast, the ball pierces every peg it hits. I want it to grow.
Okay. Also, can I make the text bigger?
Um, reduce motion. I don't know. Maybe not.
I I think the text should be bigger. Uh, or you should be able to. But, um, cuz what I'm really hoping from this game is I hope that somehow it can kind of storytell and we can kind of cosplay as like a certain like life or something. I don't know how to explain it, but Oh, rip. I guess things are moving, too.
Nice.
The upgrades seem cool. So, we're Owen Scott, the insatiable meteorologist from Canada. So, it is adding to our life description.
I I'm really really hoping there there's more to that. I I want a little mini story of a person told every time I play. I know that's asking for a lot, but if you if the if the premise and concept is, you know, every run is a life, I'm I'm hoping it gets a little bit more involved than just like a single sentence, but we'll see. We'll see. So, we're still just Owen Scott, the insatiable meteorologist from Canada, cuz I will say the upgrades seem really fun already, right? I think the uh the problem sometimes rogue likes have is they don't have fun upgrades. And I will say the upgrades already feel really fun, right? We're making our ball bigger. We're doing chain stuff. We have some sort of ice thing cuz we're Canadian.
Um I don't know what these orbs do, though.
Like I do feel like it should have a little tool tip when it knows your it's your first time playing. Uh, this is a demo. I don't know if I said that already in this video. I don't normally play demos, but this the concept was so pro promising that I really wanted to try this out.
So, we just need that other orange ball.
Oh, thank God for the chain.
Okay, let's see here.
Um, yeah. And I do wish we could look at Oh.
Oh, you can fire multiple times. I wish you could like mouse over some of the stuff on the top to see what your buffs actually are. So, we could be charmed.
Three charges. Each charge respawns a falling ball at the top of the board.
First gold cleared. Each round chains the nearest gold, but you get one less ball. I'll get the charmed.
So, just three balls. Yeah. Come back automatically. I'm really liking the upgrades.
The the fun aspect of this seems pretty promising.
Direct gold. Oh, and then there's the charm.
That's So, those are refreshes.
Beautiful.
So, we are Owen Scott, the insatiable charmed meteorologist from Canada. Oh, what is this?
Oh, sometimes they're closing and they're not. Oh.
Oh gosh. Am I skilled enough to know how to do this? Wait, we have arythmia. Wait a minute. Wait a minute. Wait a minute.
What?
We We have heart arhythmia. Okay, that's what I wanted. I wanted Wait, am I Am I going to die? Am I about to have a heart attack? Wait a minute. Wait a minute.
Wait a minute. Oh, and Scott Ow and Scott will continue to live. No. No.
That was really hard there, I will say.
But that was what I wanted. So Owen Scott, the insatiable charmed meteorologist from Canada, died at round six. It should say due to heart arrhythmia. You got to add this story needs to be told.
Okay. Okay. Here. Let's go back. Let's try a different person. Okay. Mexico, your name will be Gail Lopez. One pinata peg each round. Burst it to clear a wide radius and rain candy across the board.
So ball is pulled strongly towards the nearest unit. Okay, let's be a a cgrapher from Mexico. The ball will teleport to a random spot every three pegs uh hit.
So where's our piñata? Oh, piñata's over there. Okay.
Oh my gosh.
Okay, the teleporting is wild.
Also, I thought I hit the piñata, but maybe I didn't. Oh, I don't know how much I like the teleporting. Actually, what? The teleporting is really weird.
What?
There are a lot of really cool mechanics I'm already seeing here.
Owen Scott died from excessive lacerations from a hockey skate.
There's the piñata.
Okay. Either we're a perfectionist, first gold cleared each round, chains to the nearest gold, or every shot launches two balls bound together. Let's do that.
Two balls teleporting all over the place.
Like, I feel like we already have weirder builds than you can get in some of the other Pegle Rogue likes.
I think just more particle effects. This is a demo, right? So, I think just making the game look fancier, more particle effects. I think that's obviously the most uh obvious thing, but I think the biggest thing I want is I want I want the stories to be told. And I don't know how, but instead of just adding adjectives, right? I want I want, you know, memories that are actual Oh. Oh, they're literally Yeah, I guess it did say they were chained together.
Oh, the teleporting on that is very weird.
Let's open the piñata.
I'm curious how much variety it has.
Like, are we going to are we going to is our cgrapher from uh is is Gail Lopez going to have to deal with uh heart arhythmia as well?
That heart arhythmia thing felt really hard to deal with. Also, I might lose this here. I think I created a very weird gimmick build.
I don't know about this.
Yeah, I think we're going to lose.
Oh. Oh, the teleport almost saved us.
Oh, okay. But how did I die? How did Gail Lopez, the twinned cgrapher from Mexico, die?
I need to know that.
Okay, try again. Works here. So, Norway.
Every wall bounce spawns a ghost rider that charges horizontally and every peg hit shop sideways through every peg on the same row. We're going to be a butcher from Norway. Halvard Iverson.
So we want to hit walls.
Oh my Holy.
That's hard to do exactly cuz all of the pegs kind of are moving as well.
Oh my gosh. You have to hit it just perfectly, but that is spicy.
That is spicy.
Okay, let's see.
I don't know how good this is actually going to be, though. I'm curious like how many of these are actually good builds that will let you go far.
And I almost think that I do like the premise of you getting all of these choices to start with. I think in the full game it should be doing it almost rogikiness and being like you are born right. What? What? Where were you born?
And it pops up a choice of three um it pops up a choice of three nationalities you could have been. Right. Right. And then it's like, okay, you know, and then it gives you a random thing of like, oh yeah, you know, here here's a random memory that happens or something. And then it's like, oh, you know, what what what job or career did you pursue?
you know, and then it's like one out of three because that would that would make it so replayable because here I feel like you you allow the player to almost exhaust the combos they want to try and then replayability stops there beyond oh what other things could I get?
And once again, how did I die? I think it's just everything's moving so it's hard to do this um or hard to aim. I I'm I'm like trying to base it off of the the aiming thing. Okay, let's try uh Japan. Pegs you hit get shoved into nearby pegs, triggering them on impact.
Uh Udo Ishiawa. Definitely pronouncing that wrong, but whatever. And we're going to be hust uh after hitting a wall.
Oh, hustler would be interesting.
Um pegs near the ball are pulled towards inward. Yeah. So, we're going to be an astrophysicist from Japan.
That could be interesting.
Feels heavy though.
But like I like the vibe. I like this kind of more simplified.
Like there's not a million bright flashing colors. Even though I do like when games are very bright and colorful.
But I love this premise. This premise is a 10 out of 10 premise.
Um, I'm just so Yeah, I'm I'm so interested to see how it would get developed from here. And I want to I want to try to make it to the at least the um long shot, man. Oh, okay. We got the ball back at least. Yeah, that's the everything's move. See, I don't know if these things are even accurate.
Okay. Yeah. Yeah. The the the line is not accurate at all because it's not just about it moving. Um it it it it's just not shooting as far as the line is saying it is.
Um here, let's do Italy. The ball bounces off the floor once per shot, rocketing back up.
and launcher cannot move but aims 360 and you get more. So, we're going to be an equilibriist from Italy named Aurora Blanche.
Okay, new board. That's cool. Oh my gosh.
Oh, we captured the ball back.
And I don't know what determines you getting more memories. If that's clearing boards or if that's getting these different orbs.
I think the game definitely could use, you know, little It doesn't seem like a very complicated game, but you know, little little 30-se secondond tutorial tool tips, whatever.
I think blues might hit the other things.
Oh, didn't mean to aim that way cuz yeah, you can just shoot multiple times pretty fast.
You don't have to wait, which is cool.
Nice.
It is fun though getting to bounce up one more time.
And I do. Oh, okay. Memory takes hold.
Ball accelerates 10% per peg hit. No cap or a small weightless ball drifts through the board.
Is that my Oh, that doesn't seem very good. It drifts through the board.
I don't know if that was a very good upgrade.
And it's also like your build changes because like in I'm trying to compare it to Peglin, right? In Peglin, you take a couple different orbs that all could do different things and you don't have to use all the orbs, right? In this you're taking an upgrade and it's affecting all of your orbs. Um, and so that's just an interesting thought is maybe if you these memories would all just add one part to your build, not completely. I like the way they're synergizing sometimes. But so Aurora, Bianci, the wispy equilibrius from Italy died at round one, but I am intrigued to keep going though. Okay, let's see. Have we tried all of these here? Let's do Norway with the ball bounces doing the ghost riders. And after hitting a wall, the ball doubles its speed. So we're going to be a hustler from Norway. Her name is Carrie uh Peter Peterson.
Oh, I was hoping it would have more momentum.
Oh, okay. There we go. Oh my gosh.
But I It is kind of refreshing to have a pegle rogue like that's something as simple as like, hey, get all of the all of the orange pegs.
Why? So why would we want to refresh?
Okay, wait. This isn't This bar is your XP bar. I've learned it now. Orange gets you a good amount, but all of the normal things get you some stuff as well.
But I kind of also wish there was health, right? I wish if you lost a board, you lost one of three health or something.
Bouncy ball bounces 50% more.
When what? when I hit certain oranges or do they all do that? There's not a lot of explaining the the game mechanics.
And that line that line is 110% not accurate.
As someone who's played hundreds of hours of these types of games, I can tell you that for a fact.
Okay, supersonic at high speed. The ball tears a path of pegs behind it. Let's just make the ball bigger.
Oh my, that is that is a lot bigger.
Long shot. Nice.
I'm trying to have it hit cuz if we hit all those things, the ghost rider stuff's pretty cool.
Okay, barely did it. I think that was our last ball.
Okay.
Oh my gosh. Oh my gosh, we refreshed it.
It's kind of getting stuck in there.
Wow, we cleared that so fast. So, Charmed. Three charges. Each charge responds a falling ball at the top of the board. A tiny quick ball that slips between the pegs. Like, I don't think I would want that. Let's go charmed.
We just need that one orange.
But how do I dig that out?
I could try to hit the wall, but it's a little bit hard for me to aim particularly.
There we go. There we go. Let's go.
Okay. Okay. So, so far we are Carrie Peterson, the heavy charmed hustler from Norway.
Oh, this would be insanely good to hit the walls potentially.
Oh. Oh my gosh. See, when you're getting a fun build, this actually pretty hype.
So the the when everything's kind of comboing together, it's it's a very satisfying experience.
We just need those orange.
Got the ball back.
Also though, I wonder if the thing that was like the charged thing of bringing him back. Oh, it didn't go. I'm curious if that is permanent or not. Like, I don't know where any of our powers are or anything, but okay.
Oh, okay. Relentless. While moving fast, the ball pierces every peg it hits. Or haloed golds never reappear after you clear them. Sure. I didn't know some of them would come back. I don't I didn't know that.
But that sounds good.
I'll allow it.
I need to figure out this aiming. I'm I'm used to aiming in like Pegle or Peglin.
Oh, there's the refresh. I don't Yeah, refreshes kind of aren't that great at this cuz it seems like if you can truly just clear I know you'd get the experience but we made it here.
Bouncy ball bounc is 50% more.
Okay, let's see. Okay, I think this is gearing up to be Oh, this might be the boss.
We might be getting to the boss after this. I don't know what that is.
Is that like me getting sick or something?
Oh, that was a really good Oh. Oh, it's like infecting other yellows. What?
I don't know what any of the mechanics do.
Okay, we got four more balls. Oh, okay.
So, that was shielded. You got to hit those multiple times.
Come on. Yes. It's very hype. It It's got the satisfying moments.
Okay, I'm trying to hit the walls. Nice.
Yeah. Also, I feel like I only got a limited amount of char. I mean, I know it said three charges. I just assumed that was like per combat or something.
Oh, nice.
Problem is is it refreshed and now it's a little bit harder. No, I didn't want to refresh.
It's so weird cuz refreshes I don't think are a good thing in this game.
No, because they make it harder to hit the orange. So, Carrie Peterson, the heavy charmed, hushed hustler from Norway, died at round seven. Yeah, I think if you're if it's going to advertise as every run is a life, you need to tell a story. You you you can't you can't just add adjectives, right? Like it when we got that, it was heavy, right? I don't know, like give me a memory of me having an eating disorder or something like that, right? or like I don't know like just something you got to you got to tell a story not um what's it called?
Just add adjectives. I think the game might have crashed here as well. It did.
I I do want to try again here.
I want to do I want to do like two or three more runs.
I want to try to get to that boss again just to see if that um if it's if it's just heart arhythmia every time.
Okay, let's go back to Canada. Ball leaves an ice trail. pegs near the uh trail shatter and our class will be pegs near the ball are pulled inwards because maybe that will combo uh pretty well. Maybe I don't know where they'll hit the ice trail more.
So I think that's what that bounce thing is. Yeah.
So, Benjamin Campbell, the astrophysicist from Canada here.
We're going to see what we can get done here.
Nice.
But I once again, I think refreshes are horrible. I I don't know why you would want to refresh. Besides, I know you're gaining more experience.
But to me, refreshing sounds absolutely horrible.
Uh, and this is a game called Pachinko Life or demo, which I am very intrigued in. I think this is very promising, but I think I think it's got to figure out exactly how it wants to do the game play. Locked.
Launcher locked.
Okay, feral. The ball keeps accelerating with every peg faster and faster. Let's do that. But once again, why are we feral? Why is Benjamin Campbell feral? I need to know that because as of right now, I have zero clue why Benjamin Campbell, the feral astrophysicist from Canada, is in fact so feral.
I don't know.
Oh, nice.
It's just going through. So, I think I got I don't know. It's like I don't know if it's just the way the game's operating or if I got a perk that's making it do that. That's why like you definitely should be able to mouse over here. I think the text should all be bigger too.
Um, but like I've just played a lot of life simulator games or like growing up I would play those uh websites where it was like, you know, it simulated an entire life for you. I remember doing that as a kid. Um, and it was like a textbased kind of adventure and I would do it with my friends. Also, now I can't even see my Oh, no. aim line is the blind. Well, the aim line wasn't even very accurate, so whatever. Um, but like it it walked you through every step, right? I I think I think this should be you pick your class, you're born. What What nationality are you, right? Um, and then it like, you know, so you go through like a little uh I'm going to be a prof professional streamer. I think it'd be cool if you go through I think orange pegs just screw up your bounces honestly.
But you went through like a little one or two minute introduction of your life in in a game all about living a life.
Volatile wall bounces clear horizontal pegs or gravity. Let's try gravity being half as strong.
Maybe that'll help my aim line.
And I got one more ball. Let's see what this does. Oh, come on. Hit it. Hit the orange.
Hit the orange. Hit the orange.
Oh, we got it back at least.
Okay.
Uh launcher locked. We keep getting more souls/score.
which you don't know exactly what anything is, but I can kind of assume it's either the silver or the blues.
Oh, the icicycle got some of those. A game like this has potential to give fun little stories about why you have the buffs or debuffs. Absolutely. Cuz as of right now, it's it's more of just like an adjective selector.
Do you think the game would be as fun as if there's no life sim part? To be honest, the reason I play am playing this demo is because the life simulator part of it was what to me made this stand out. Um because not to be too harsh on this, I will the positive first, right? Um the the upgrades that the game has seem fun.
It's it's a good start. There are some rogike demos that I'll play. Also, refreshing once again is like the worst thing you could do here, I think. Um, there are some fun ideas here. There really are. There's some fun upgrades.
Um, but if we took the life simulator part out of it, as it stands right now, it it I would say can't compete with other Pegle rogikes. The gravity is not there yet. The aiming is off. Um, and we're playing a demo, but the upgrades don't feel the most synergistic or they some of them feel really bad. Um, so I think I think it needs the life sim part. Um, but the life sim part is not a lifesim right now. It is just a single sentence with like three adjectives. So, Benjamin Campbell, the feral dreamy astrophysicist from Canada, died at round four. Once again, how did I die?
How did I become feral? Why was I dreamy? How did I become an astrophysicist? Right. Okay, let's see.
Um, let's play Italy again. The ball bounces off the floor. And I just don't think it should give you all of the options at first. I really don't. I think it should be a draft. That That's how you add more rogike replayability.
Um, every Okay, meteorologist. The chaining seemed to be the best. Let's try Christian Columbbo, the meteorologist from Italy. Let's try that.
Yeah, the chaining feels really good.
Oh my gosh.
Good way to get a lot of experience here. Apparently, Benjamin Campbell dies of dysentery.
But like, yeah, the the the life sim part of it is 100% why I picked up this demo even though I don't normally play demos cuz I was so curious how this would work.
Okay, Wispy, small weightless ball that drifts through the board. I don't think that's good. or charmed. Three charges.
Each charge respawns a falling bolt at the top of the board. I don't want the thing that's only temporary. So, I guess I'll take wispy.
I don't know what that did.
Besides make I guess it just goes faster. Smaller orb.
But yeah, I also do not like upgrades that only work like one time.
There we go.
But like I was aiming directly at that ball and it hit the other one. Now it's fine because we chained, but I do think the aiming needs some adjustments and aim there.
Oh, nice long shot. Oh, and we got the bounce.
Once again, I do not want the refreshes.
Like, I actively do not want the refreshes whatsoever.
I I I genuinely can't comprehend why you would want it. I guess once again, I the only reason why would be to get more upgrades, but just doesn't seem worth it.
Christian Columbo attempts the to ford the river and loses 213 pounds of food and 32 bullets. Yeah, I never played um or I never played Organ Trail, but I played Organ Trail, the zombie spin-off of Organ Trail.
I think I played that as a kid, though.
I didn't I didn't make a video on that or anything.
Fun fun times to be had in that those games.
Okay, Mercurial. First peg you hit, each shot warps you to the mirrored peg across the board. The ball shrinks with every peg it hits. So, some of the memories are purposefully not good.
I don't want dwindling.
Okay.
I That's the first time I think I've seen actual objectively bad game design because why are there negatives?
Why are there negatives in this game?
So now a refresh is extra horrible in my opinion.
It would be cool if there were moments in your life where bad things happened and you had to take a negative, but for certain negatives to be in the in the in the in the upgrade pool is horrendous.
Okay, I just want to make it to I want one more run where we make it to the like elite or whatever. I mean, I'd like to try to win, but I want to save I want I want to say I am curious of trying this game out after it, you know, cook gets more time to cook in the oven, too.
Okay, so Christian Columbo, the wispy mercury meteorologist from Italy, and I do believe this is a a very new demo. I do I do want to give that disclaimer.
The dev reached out and was like, "Oh, I just put out a new demo."
And I kind of just immediately said, "Oh, yeah, that's actually a sick concept. I'll check it out."
Um, let's see. And we do have some copies uh that the dev did give away for the full version uh when that comes out. But maybe we wait until the full version comes out cuz we can't even we're we're playing on the demo that anybody can play. So, you can play this yourself. Not a sponsorship or anything, but if you want to try this out yourself, I'm sure the game will get updated and stuff like that.
Come on. Are we going to die? I think we're going to die here.
Yeah, the teleporting thing away. That wasn't very good cuz I was like I was forced to take that otherwise I was going to get the uh the negative and they just don't a Yeah, they do not hit where the the thing aims.
A We were so close.
And once again, how did how did Christian Columbbo die?
Okay, what did we do?
Try again.
We got I want to at least get there.
Um, let's go back to Canada with the ice trail. The chain feels really good.
Um, let's get more balls per round. But the launcher can't move. What does What does that mean? The launcher can't move.
I don't think the launcher could move anyways, right?
at round five. Horrible way to die.
Really tragic.
It's always dysentery.
Come on.
Okay, maybe having a couple more balls will be all we needed. We just can't refresh ever.
The second we refresh, we lose the game.
And I'm I'm okay. Spectral. Each shot fires a small spirit ball once per round if your real ball exits while the spirit is alive. Refund or the ball moves twice as fast.
Um, I'll do spectral. That's at least once per round.
So, where is that spectra ball?
Oh.
Oh my gosh. They don't shoot. They don't go where you aim.
I think that is the most immediate thing that needs to be fixed. The aiming is just so incorrect.
It's so unbelievably incorrect.
like it was supposed to aim in between and it hit the left there. It's like it's it's slightly off. I don't know how to explain it. I mean, besides the way I just did.
So, the fact that this soul ball hits things as well is is a lot better than I was thinking it was going to be.
Um, wonder how many kids played that game like me and didn't know what dysentery is or that the character essentially themselves to death.
It's a harsh world.
Levy Buchard, the spectral equilibri would know that.
He knows that even if you aim for things, it it still won't work. Yeah, nice. Oh, I thought we had got that orange thing over there. Maybe I'm just blind.
I aimed at above the orange and it landed below the orange.
Okay.
We're almost there. But I like I do love the simplicity of Hey, just get the orange pegs. It's adding orange pegs. I don't I I definitely saw it add that one.
Launcher locked. Once again, I don't even know what that means.
Maybe I Maybe I was supposed to have been able to move my launcher and I just never did. A swelling ball that bounces off pegs with brutal force. I Okay, I don't want the Mercury roll. So, we'll do savage here.
Nice. That's actually Oh, that's pretty good.
Okay. Well, that thing was moving cuz they are moving a little bit too. So, it's hard to know what's just the aim and what's it moving out of the way, right? Oh. Oh, here we go. Here we go.
I don't know how to do this, though.
We're going to have a heart attack.
We're going to have a heart attack.
This is I don't This feels really hard. This feels really hard. I'm trying.
I don't know. They They don't last on the screen long enough.
I think we're going to just have heart arithmia again. I can't I can't They DON'T THEY DON'T THEY'RE NOT POPABLE at fast enough.
How do the I have 19 seconds before I have a heart attack. How do I do this?
Just throw them all.
That's That was my last ball.
What?
Okay.
I like how it displays the whole path each shot. I wish Peglin would do that.
Oh, like Yeah. And I don't know if that was because of the ice thing or whatever.
Um, but here. Yeah. Let me um Oh, there's a soul shop.
Oh, this is just cosmetics.
So, you can change the way the game looks and the background. I mean, it's a cool concept. Very grindy, I would say. Um, and I think it would be better to not just let have let the players have one specific thing. I think it would be better if just it it was more of an actual life simulator, right? have me have me go through birth and then oh there was a storm that was really bad and you got sick as a baby and and now you've overcome that and oh you know there was there was a oh there was a day that you were really mad and and the shows inferno you know or things like that um there's also some achievements are being reworked we'll return in a future thing but overall I mean I know I'm at doing a lot of constructive criticism here but I think the the concept here for this demo is really good Right. I we were playing a demo. I know what I'm getting uh myself into uh playing a demo. There's a reason I don't play demos normally. I like a good polished experience. But this seemed really promising and I feel like I've played so many Pegle Rogue likes that I do I'm I hopefully am very qualified to to give advice. And so the biggest thing I would say is it should 110 billion% commit harder to being a life simulator. Um because it it doesn't it doesn't feel like a life simulator right now. It feels like an adjective simulator, an adlib or something. Uh and I also think get rid of this start. I think this this will kill replayability. I 100% believe that. Um 110,000%. Maybe you could have the country be selected if you want things for the uh ascension levels on each individual thing, but I think you got to rip you got to rip the the the choosing your class system out of this and add that to more replayability because you choose 80% of your life. 80% of the life simulator is completed before you play the game. Uh and I think that's a bit of a mistake. I I think you could add replayability and things like that. And also just something to think about, right, with maybe there's some relics that you could get, right? A life event could happen that could give you a relic that's a passive, right? Some of these passives could be relics. Some of them could be new orbs, you know? And so your whole life experience is adding new orbs to your deck, is adding more artifacts.
I don't think the perks should just entirely combine. It's an interesting concept. Um, but I do think it decreases replay-ability a little bit unless I don't know. But then you have games like Isaac where a big part of it is how the items combine and things like that. So, um, and then obviously more more um, particle effects, things like that. But I think I think the most dire part of this game that the game needs is fix the aiming. The aiming is not correct at all. I can I can guarantee that 100%.
And two, life simulator. Go Burr for sure. Make make it a actual life simulator. And this is something that would be super because I don't know. I just love it. I love the thought of every run you're getting to roleplay and and doing this little life simulator. I think I think it is a super interesting premise that I'm very excited to see uh how it is uh fleshed out from this and stuff like that. You know, why did the doctor tell Captain Blackbeard he had to stop drinking cuz he had hearty?
I like that the arhythmia has a theme.
They should do more like that.
Absolutely. Obvious. It seems like that's probably always the forced elite that elite fight also. I don't know if if I just it's a skill issue on my part.
I think that could be changed a little bit because I did not have enough time to hit those orange pegs, but maybe that was a skill issue and tutorial and tool tips. That would be very good as well.
I'd be interested in a scenario where you choose between two short paragraphs and then find out what perks you get for it. Yeah. And or you know, maybe at least the first time you do that because I could see some people uh pure rogike gamers not wanting to um never know what they're going to get. So maybe the first time you hit a paragraph um then you know then you get to see for all future runs what that perk would equal. So the first time each event you see it is a little bit more of an exploration and learning what things do. And if there's going to be negatives do not put them in the upgrade pool. Make a separate spot for them.
But all said and done a lot of constructive criticism but purely because I think this premise and concept is really really fun and I would love to see it uh fleshed out. So maybe we'll check it out uh more in 1.0. If you need a voice actor, let me know uh for free.
Uh but yeah, I don't know. Very, very cool. Very exciting. So check out the demo if you want. Link will be down below, I'm sure. And there we go. So I got to say I am very intrigued in how Pachinko Life is going to get developed from here. This is a super workin progress demo. Uh as I'm actually looking at it, the demo just came out 3 days earlier from me recording this. Uh, and so it definitely makes sense. It's a little bit rough around the edges and stuff like that, but the concept is just really, really cool. And, uh, you know, I wanted to, you know, check it out as early as I could, provide my feedback and things like that. So, I hope you guys were as interested in this concept as I was. There's a lot of really fun things here. So, you know, make sure you uh, subscribe, ring that bell, like the big boy YouTubers say to be notified if we do more Pachinko Life videos down the line. And if you're going to be grinding out some pachinko life on your own, then I wish you guys luck and I'll see you all next
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