
STICKER/BALL is a pool game roguelike from the future. Fire balls. Hit dice. Earn points. Add stickers. Trigger crazy combos. Enjoy the chaos, it’s on purpose.
In STICKER/BALL you fire balls. Hit dice with the balls to earn points, and ricochet back for even more. You’ll also unlock stickers, which come in many forms: spiders, poop, clown. Stickers can interact in strange ways. For example, poop attracts flies. Spiders make webs. Spider webs catch flies. More points for you! Battle a gauntlet of weird opponents, unlock cool new stickers, and stack crazy combos for lots and lots of points. Once you run out of balls it’s game over :( But you can take what you learned and try again! :)




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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Lingua | Interfaccia | Audio | Sottotitoli |
|---|---|---|---|
| Russo | |||
| Inglese | |||
| Tedesco | |||
| Francese | |||
| Spagnolo | |||
| Italiano |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
Really sad on not being able to recommend this. I put tons of hours into it on itch over the last few months and was excited for all the new stuff being added for the full release. Unfortunately, the increase in amount of stickers just feels like it floods the pool too much, removing the ability of putting any sort of "build" together, which I never had an issue with in the demo. For instance, there is a fun way to build around humans, cops, donut shops, and the martinis, all of them interacting with each other and once you got a few on the board you could really feel a cohesiveness to what you were trying to go for. But in the full game, if you get a donut shop, there is a much smaller chance now to get any sticker that combos with it, so you are left with a sticker face that is just wasted. There are so many stickers that add to the base value of it depending on there being interactio
It has a bit of a learning curve to it and may not seem very exciting at first, but once you understand the mechanics there is a surprising amount of build optimization and decision making, and no, it's not just counting how many times the ball will bounce, that by itself will lose you the game, you need to plan the synergy and make a lot of good choices to win. By the way, I remember you from back in the days, I was the guy that kept replaying Indecision to see if anything changes.... you still have a digital stickir for me? You probably will be very confused with the item descriptions, but essentially the idea is that some stickers create something on the board, and others will consume whatever they create, so you will see +(#) for items that interact together, and the general goal is to create as much synergy as possible, or to use neutral items which is also viable. What that really
Good lil game, silly theme. I wish there was more of a complete explanation of some of the mechanics but the intent might be to just discover them as it unfolds. No X-Mult but still fun
I was so damn confused at what the hell to do at first. Not because it's a hard concept, but because there are SO MANY objects, effects and things to spawn and interact with each other. I'm glad I've stuck with it a little, and have yet to beat this. But the sheer volume of things to do and how you end up snowballing later into a run, only to be thwarted by some bad angles. The humour is quirky, the interactions are great and made me laugh. "Poke bowl is food, but it catches little creatures lol), and the aethsthetic is appealing too. The gameplay flow is very fast and once you get an idea of a few things that intteract building your deck becomes super fun. A few tips for those who are unsure: - You can drag and rearrange your deck at any point, this helps curate your deck onto your available dice to get same stickler bonuses, spread out the effects you want so multiple bounces hel
not sure what I’m doing. I just pick my favorite stickers and it’s so much fun!
One of the better "chaos" roguelites I have played. Hard to tell exactly what is going on, but in an enjoyable way, and despite that it's pretty easy to tell what you need to do. Things ramp up pretty quickly, and I like the percentage incentive to choose between quickly finding a decent shot, versus taking your time and really picking your shot and watching the bonus indicator fall off of your cursor. Art style definitely lends itself to the chaos.
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