BallXPit is good but there's a nagging flaw that I can hopefully explain. The trifecta of pleasures that make Roguelikes of its ilk, particularly Balatro, so enjoyable are:
- Exponential numerical spectacle, like the way the multiplier rattles up when all your Jokers are firing off.
- Randomness and the resultant synergies, which often feed into 1.
BallXPit has both of these. The way different balls can be fused and evolved is cool and impressive, as are the modifiers that come from using different villagers. The bank of core effects are perhaps a little staid, and while the wall of visual noise you create is part of the fun, beyond a read of the effects and how quickly things are dying, it's hard to gauge intuitively what impact levelling up, fusions, and evolutions are having. But where BallXPit mainly falls short is that it's missing the third thing that makes Roguelikes like Balatro so good:
3 Subversion of genre conventions.
Balatro is almost-illicitly thrilling is the way it superficially looks like poker and uses standard playing cards, but is nothing like playing poker. Even without all the mad modifiers, the format isn't poker, you don't play other people. It's not even like video poker. Poker is merely an aesthetic conceit. And yet, that conceit adds so much to the experience. It feels like breaking the rules to have a deck full of queens or to play a straight but be allowed to skip a number. Even if you don't know poker, you probably know playing cards, so what happens in any round of Balatro feels uncanny and exciting.
BallXPit is Vampire Survivors but Breakout. It looks like Breakout but you don't particularly need to worry about catching the balls when they drop back down. It's really closer to a vertically scrolling shooter but with bouncing ammunition. That subversion, right? It looks like one thing, but behaves like another. But not really, because, even when things are going crazy, it still kinda looks and feels like a version of Breakout, but without any of the arcadey tension of potentially missing the ball. It's, forgive me, uncannily canny. For all of its aesthetic flourishes, genre-mashing, and its framing as something idiosyncratic, both from the game itself and its status from being published and marketed by Devolver, it's pretty straightforward.
It's still fun, and is a playful, in some ways more refined experience than its closest inspiration, Vampire Survivors. But even that was more successfully subversive: a twin stick shooter where you don't get to do the shooting.