For as long as I can remember, I've had trouble going to sleep. When I lay down, my mind inevitably starts racing a thousand miles an hour, thinking about anything and everything.
On several recent nights, though, my pre-slumber thoughts had a singular focus. I mulled over possibilities like, "What if I fuse a ball that heals my character with one that splits into smaller balls with the same effect, and add a passive that fires a baby ball every time I'm healed?" Then I grab my PlayStation Portal and do just that until I doze off. This is the hold Ball x Pit has had over me.
Kenny Sun and a small group of collaborators have cooked up a mesmerizing brick-breaking roguelite. Ball x Pit is a blend of dual-stick shoot-'em-up action, base building and about a dozen other things that keeps calling me back for one more run... and another, and another.
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After a cataclysmic event wipes out the city of Ballbylon and leaves an enormous pit, hunters descend into the depths in search of treasure. For our purposes, this means playing levels to collect resources in order to build structures in New Ballbylon. These buildings unlock perks, such as new characters, that help with future runs. The sickly chaos of the levels and the calmer city building aspect feed into each other smartly and combine for a satisfying loop.
Base building in Ball x Pit (Kenny Sun/Devolver Digital)
That’s not the only important interplay here. Like any good roguelite, Ball x Pit is all about finding synergies for maximum impact. It's right there in the title, with the "x" denoting a relationship between two things (it's derived from shipping in fandom parlance).
In the pit, you battle monsters by — surprise! — firing balls at them. Along with regular “baby balls,” each character has a unique ability and a special starter ball. In the vein of Vampire Survivors, you'll unlock more special balls and passive abilities when you collect enough gems to level up. One ball has a chance to freeze enemies and another is slower but deals much more damage. There are dozens of others.
The real fun comes in when you start fusing these balls and their effects together, freeing up space for another weapon. It gets even better when you're able to evolve a pair of balls into something new. It's possible to fuse evolved balls, or even evolve them again. There’s a strategic aspect to this, as you won’t want to fuse balls that can nearly cancel each other out, such as merging an area-of-effect ball with one that disappears on impact, or leave yourself with too few balls in the face of danger.
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