Beware of Falling into Ball x Pit
I’ve developed a new routine over the last couple of weeks. At the end of the day, when I’m done with work and chores and dinner, I put a record on, sit down in front of the TV, and play a game called Ball x Pit. I have done this almost every night for 11 straight days, and for one main reason: because I am the weakest human being I have ever known.
One doesn’t play Ball x Pit. One chucks hour after hour into that pit, hooked on mechanically addictive action that is otherwise unfulfilling in almost every possible way. There is no narrative weight here, only the slightest hint of strategy, and nothing intellectual, philosophical, or spiritual to hang on to. It’s just rote repetition, doing the same thing over and over, solely to watch numbers go up. In many ways it’s the purest, most perfect form of the roguelite: a game where you do the same two things ad infinitum simply for the vanishingly brief joy of incrementalism.
Here’s what those two things are. Ball x Pit is part ballbreaker and part scrolling shooter. Your character tosses balls up towards the top of a vertical lane; those balls do damage to enemies every time they hit one, bouncing off both enemies and the lane’s two walls, before disappearing off the bottom or top of the screen. If your character catches a ball on the rebound, they immediately throw it again; if a ball goes off the screen, there’s a short cooldown before it fires again. You can manually fire the balls, but it will do a number on your trigger button, so it’s best to turn on the autofire option. Unlike the bar at the bottom of Breakout or Arkanoid, your character can freely move up, down, and across most of the lane, and can aim its shots, like the machine gun man in Commando or Ikari Warriors. And in nods to shoot ‘em ups (or shmups), Ball x Pit scrolls automatically and incessantly, with its bosses having elaborate bullet patterns reminiscent of bullet hell shooters.
That’s only one half of Ball x Pit’s two-fold structure, though. That action described above happens when you descend into the pit—it’s the run part of this roguelite. When you’re not on a run, you have a field you have to cultivate, planting crops and trees and mining rocks in order to construct a variety of buildings that will unlock or permanently upgrade your characters. To harvest, mine, or build, you have to send your characters out on manic, automatic runs across your territory; you aim them like you’re playing some old pool video game or Bust-a-Move, hit the fire button, and then watch as they careen across your fields, collecting resources and bouncing off buildings. You can do that basically once between runs, so you’ll constantly juggle the two: hit the pit and see if you can clear a level, then do a little farming and construction to improve your chances in the pit.
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