Pinbrawl! Online roguelike PVP fighter inspired by Smash Bros, Mario Kart, and pinball

Everything here is a prototype and will probably change.

Hey guys! I’ve recently been working on this new online multiplayer game and wanted to share it!

the dull bits

After the (mediocre) results of my last game WOMBO!, I’ve taken a few lessons from it:

  • Player choice and power is absolutely essential. Wombo’s systems felt fairly arbitrary, but that’s not going to happen in this next game.
  • Online multiplayer is super fun. Wombo’s multiplayer mode made even the mundane gameplay entertaining.
  • Competition is essential. Wombo was co-op multiplayer, but the competition of the leaderboards was a major fun factor.

Pinbrawl! is a PVP online multiplayer game that brings together elements of pinball, Super Smash Bros, Mario Kart, and a dash of roguelike elements. Players race to be the first to 25,000 points in a head-to-head arena where launching opponents further off the arena grants more points.
Movement is the core of the game, with dynamic moves like launching yourself into others, aerial leaps onto other players, redirecting your velocity for better control using jabs, and racking up a stun combo on enemies that leads to a powerful finisher.
Each kill also rewards you with a choice of three roguelike upgrades for your character, but space is limited to three slots - your fourth reward will replace your first. Getting lucky on a kill can reward you with an object, like a bumper or heal dispenser, which you can place, allowing you to shape the battlefield in your favor.

Enough talk - here’s some demo screenshots.



Install the game here - you’ll probably have to drag a friend or two along until the game gets some users. A browser of public servers does exist, so hopefully someday you’ll just be able to hop into a game.

It’s a password-protected page for now - the password is ‘pinbrawl’.

Here’s our Discord.

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Tagging those who were interested in my next project:
@lZebl @Frozen_Fried @shrek-does-game-dev

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It’s just been a few weeks, and I’m already much further along on this project than when I was months into my last one. That’s all because of one simple reason - I’m focusing on core systems before polish. There’s no effects, no sound, barely any visuals, but I can already tell things are going to turn out far better.

Here’s what’s new in v0.6:

  • Random map generation
  • Bumper item actually launches players
  • Random respawn points
  • Further tuning of movement mechanics
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Didn’t get much done today, but definitely learned a lot about multiplayer and programming. Map generation had some bugs to sort out. However, despite that, the 8 movement lines of code that I changed today turned out to be very impactful, and the game feels like 50% better!

Today’s features:

  • Map generation now works, infinite rounds can be played
  • You no longer lose items on death
  • Double jump!

Playing the game with my friend sort of forced us to be dead silent so that we could ‘sneak up’ on each other, so I added:

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The style is very Wombo-ish and awesome!

Sounds fun!

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New 2026 word of the year :eyes:

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I might be veering off track here, but today I added a grappling hook system. You can swing around and try to recover if you’ve been knocked off the map. Not sure if it fits the game, but man it sure makes movement really fun, so it’s staying. I mean, one of the top-selling games this year, Megabonk, had a rail-grind mechanic just for laughs.


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Alright. I’ll admit I wasn’t sure what to make of this at first.

Having tried it online with you, I can see it definitely has legs. It has the same energy as wombo, in the sense that there’s a lot of thought into what makes it look and feel fun.

I’ll do strengths and suggestions you could work on.

Strengths:

  • The movement is actually super fun. it’s a bit finnicky to get used to, but nothing a bit of polish and visual feedback can’t fix. I was surprised when I started jumping from building to building… the momentum you carry is very fun.
  • The wombo styled character cracks me up. I think when I launched you into the stratosphere, I was moving around tracking you, and just seeing the guy cartwheeling around with that derpy face had me laugh out loud. You could build on that side of the game’s humour 100%.
  • Obviously its a very early stage, but the focus on fundamentals here is clear to see. The tuck, crazy velocity, gravity that feels intentional, and grapple all feel great.

Suggestions: (with a pinch of salt, as its obviously super early)

  • Need animations. Especially for a game that has new rules. Need animations for jab especially so I know when you’re within the window for taking damage (Actually Im not sure how you’re dealing with animations yet)
  • The grapple needs a visual for the rope/line.
  • It would be cool if when you reach a certain velocity, you have (a tiny amount of) blur, and the sound of air / wind rushing; to really give it that juice.
  • Maybe a visual indicator for when you hit someone could help too. Maybe some light in between 2 players on impact, tiny sparks, things like that. Could also add a tiny bit of camera wobble.

Again, you’re obviously working on the fundamentals first. But thought I’d chime in with some things you could add.

Fun idea! Looking forward to how this one shapes up

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Er, actually you can deal damage at absolutely any time. Jabs just help you aim better and give you a small boost. Just launching into someone, falling off a building onto them, getting bounced off a bumper into them, etc, would all deal damage.

I see, I’ll consider that. All the things you suggested are on my list, just further down the line, but since these movement mechanics will be rather confusing to new players, maybe the animation investment can be made now with some basic ones.

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A new build is out with lots of essential balancing. Grapple visuals are also here. Plus, you can now stun on hit. Slamming into a building at high speed will now hurt and stun you.

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Today I added these gacha item capsules that give you an item when you break them. You can see what you’ll get in most of them, but with some it’s just a question mark - whether you’ll risk a better item for it is up to you. I had a bunch of fun testing these and placed this mess of bumpers. You can see the piles of opened capsules lying everywhere.


Sadly things aren’t finished with multiplayer replication, so no update today :frowning:

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I’m using NodeTunnel for my multiplayer game. If you’re not using it, I think you should check it out.

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Yeah, I’m using it! NodeTunnel seems to be making the rounds recently. I’ve actually been using it since it came out a few months ago (maybe an year? can’t remember.)

Anyway, after much trouble, the capsules are finally synced up. I have some weird physics hacks in there - the rigidbody capsules are a pain to work with. The update will be out very soon. This one’s genuinely really fun. Another check on the to-do list - Mario Kart mechanics (the item boxes).

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