Ball x pit

Cybsled

Naxxramas 1.0 Raider
18,055
14,602
Some of your criticisms are addressed by characters you unlock. Some characters have perks that make it impossible for balls to get stuck in the back, one character you need to bounce balls off your shield to get good damage, one has no direct ball damage but increased aoe damage, etc

Also auto attack is a toggle, you can manually fire
 

Hateyou

Not Great, Not Terrible
<Bronze Donator>
18,395
49,844
auto attack, while you control movement, advancing horde. drops exp gems. gold. uses the same rng powerup system..

My criticisms for it are its not enough like breakout/arkanoid. not enough emphasis on catching/bouncing balls back. getting balls stuck on the top is actually often bad in this, as the enemies progress too quickly, and having your balls stuck in the back row, will often result in you taking damage.
Many powerups will actually totally brick your build as well. like the afore mentioned blackholexsun. Sun is very strong. but if you upgrade sun to black hole. black hole sucks balls. goes from powerful aoe hit, to 1 single target hit on a 7s cd. so there is a good chance of losing, if you upgrade to black hole too early. what you need to is have sun+dark, and then collect fire+light again. and not upgrade to black hole, until you are ready to replace the lost sun, with a new sun.
many fusions are like this. some are godly, some totally brick balls. overgrowth+flicker iirc is another op one. hits everything on screen, stacking overgrowth, which then kills everything on screen.

the item that makes your balls pass through until hitting the back wall can also screw you over as noted. Balls can go to the back row, get stuck there, and suddenly bosses are taking no damage, as new lines appear behind them.
at the same time most of the item powerups are kindof weak. balls are far more important and stronger choices.

end game replay. not quite there yet, but slowing down on unlocks, and the fun is fading. its not like a monster train roguelike, where every run is fun, and a challenge. I think there is too much linear progression here.

I don't think fusions, balls, or items actually being "wrong" choices is actually a totally bad thing. but, I would want the game to lean into that more then. Making ball, and item selection more tactical. like, a "vampire run" where you life steal, but then go melee, or tank all the enemies. current, doesn't REALLY lean into anything like that.
It’s almost like you have to plan and think about what you’re selecting and combining. Man why didn’t the devs think about such a design error.
 

Caliane

Naxxramas 1.0 Raider
16,522
14,928
Its almost like I elaborated in my post, and you guys didn't actually read it all.

The game sits in a weird middle ground. most of these games upgrades are pure upgrades. this one has a few potential items, and fusions that can result in breaking your setup. but its rare. its just a couple duds you have to watch out for. and those duds are pretty much universally duds. not, "its good with some other combo" . while the good stuff like overgrowth, flicker, sun, etc are good 99% of the time.
it would be better if it leaned more into the full build/tactical choices you see in the roguelite card games, such as slay the spire/monstertrain.