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Designing 75 ball skills for a brick breaker roguelite

By David3 min read
Wrecking Ball feature graphic

A roguelite lives or dies on its build choices. In Wrecking Ball the choices are ball skills: every ball you fire carries the skill of the slot it came from. I wanted enough skills that no two runs feel alike, and every one of them good for something. The launch has 75.

Start with research, not imagination

Before writing a single skill, I studied the two games that do this best: Idle Brick Breaker and The Tower, both by Tech Tree Games. Their fan wikis list every ball type, card and upgrade, with exact numbers. That gave me a map of what's been done, what players love (poison and splash are "required to get anywhere" in Idle Brick Breaker), and what doesn't translate.

Some things didn't fit. The Tower is about enemies that advance on you, and Wrecking Ball's boards don't move, so every skill built around approaching enemies was left out. About a third of the final list comes from those two games, adapted. The rest are new, many built around something those games don't have: boards that are pictures.

Five families

The 75 skills fall into five families, so a build has real choices rather than 75 flavours of "more damage":

Ten are free at the start, the rest are unlocked in the workshop, priced from "about two runs" to "about a week".

Every skill has three twists

Skills level from 1 to 10 in the workshop, and levels 3, 6 and 10 each add a twist, not just bigger numbers. Explosive's blasts get a bigger radius at 3, hit twice at 6, and chain at 10. Homing gets stronger, then targets the weakest brick, then steers through walls. Levelling a skill should change how you play it, not only how hard it hits.

Balancing 75 skills against each other

With 75 skills, "balance by feel" isn't possible. Each skill has a power factor, fitted by a tool that runs each skill alone across many boards and compares it with a plain ball. The targets:

Change a skill, re-run the fit. The numbers come from the simulation, never from a guess.

Three things that broke

A build is an average, not a product

One finding changed the whole balance. A volley goes round-robin through your slots: ball 1 from slot 1, ball 2 from slot 2, and so on. So a full build is worth roughly the average of its skills, not their product, and stacking more slots raises your floor rather than multiplying your ceiling. That's what keeps deep runs finite, and why the really big numbers come from somewhere else: the Forge, which gets its own post.