← All projects
GamesInteractive
Perfect Game
A bowling roguelike. Build a deck of impossible pins and chase scores no real bowler could.
Perfect Game
The problem
Deckbuilding roguelikes resolve by instant math. Bowling resolves by physics, where a clipped pin can wobble and survive. The design question is whether that tension can carry a whole run.
The approach
Each frame you draw ten pins and choose which position each takes in the standard triangle. Pin colors, materials, and rack positions are the rule surfaces; charms, balls, and boss lanes build on them. Strikes double a persistent Heat multiplier and targets grow about threefold per league, so streak protection and multipliers become mandatory. The design doc has gone through three revisions with changelogs that record each decision and why. The Godot grey-box has real rigid-body physics, Heat scoring, a 16-pin deck with four materials, and three throw inputs behind a toggle for feel testing.
Highlights
- ▹Rack placement as strategy: ten pins, ten positions, your call
- ▹Effects subscribe to physics events (felled, struck, felled by another pin), so combos emerge from geometry
- ▹Boss rules must be understandable from the card alone, before the first throw
- ▹A loaner-pin rule closes the one-pin-rack exploit while keeping deck-thinning viable
- ▹Playable prototype: real physics, Heat scoring, three throw inputs for feel testing