
PlinkIdle
Ball-drop incremental game balancing automated drops, active combos, and prestige runs
Visit game site- Platform
- HTML5, Windows, macOS
- Price
- $7.99 USD
- Updated
- 4 days ago
- Status
- Released
- Released
- 5 days ago
- Session length
- A few hours
- Languages
- German, English, Spanish; Latin America, Japanese, Korean, Portuguese (Brazil), Russian, Thai, Chinese (Simplified), Chinese (Traditional)
- Controls
- Keyboard, Mouse, Xbox controller
- Accessibility
- Configurable controls, Interactive tutorial, One button
- Source
- itch.io
AI disclosure
The creator reports AI assistance with code.
About this game
Hitting the drop button sends balls tumbling down the board, generating coins, lucky buffs, and score multipliers. As balls land and fill each level's ball-o-meter, new thematic stages unlock, revealing fresh pixel art backdrops and accompanying soundscapes.
Progression supports both hands-off automation and direct engagement. Players who step away can rely on Rombo the Autobot to handle steady drops, while active play revolves around chaining combos, collecting GoldCoins, and unleashing Disco balls to build higher multipliers.
Reaching major milestones enables prestige resets. Starting over exchanges current progress for permanent rank bonuses that accelerate progression through early stages and alter the flow of future runs.
Game features
- Controller support: Built-in support for gamepad controls.
- Audio tuning: Adjust individual sound settings to balance the chiptune soundtrack and ambient rain-machine audio.
Gallery






Community comments
Community feedback from itch.io.
Showing 10 of 14 comments
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Right after buying the full release on macOS, trying to launch it threw an error saying `The application "PlinkIdle.app" can't be opened.`. Did a quick search online and saw advice recommending a third-party extraction tool for unpacking the zip file. Ended up using "The Unarchiver" and that completely fixed the issue. Dropping this here in case anyone else hits the exact same roadblock.
Hi there! I really enjoy your game. I work as a French translator, so feel free to get back to me if that interests you.
Could I assist the devs by translating the game into French? Please tell me whether you're open to that and what the next steps would be.
Really enjoying the early access build right now! Did spot something odd though—whenever I boost ball rarity and switch stages, it appears to wipe back to zero? Progress still moves along decently enough without that upgrade, though I doubt that's intended lol
I suspect—though I haven't bothered testing it properly—that everything slows waaaaay down whenever the game isn't on screen in the background, is that intentional? Edit: Checked approximately against the 100-ball timer and yeah, it really does run 50% slower while hidden.
By the way, quick bug report: triggering a Stage Upgrade requires having strictly more marbles than the listed cost. Meaning if it asks for 12, it won't let you buy it until you hit 13+, needing an extra one. Edit: Appears to affect Auto Drop specifically once you've already unlocked Auto Drop via that initial upgrade. The initial one is…
Neat idea for an idle title, though real advancement depends entirely on random powerups—without them, buying upgrades feels painfully slow
What unlocks the upgrades showing only question marks? I own the paid edition and can't tell whether I'm missing something or if they're purely sitting there mocking me.
Always great when the crucial 'DROP' button only lets you click it 50% of the time in super specific spots, and even then it can glitch out and fail to spawn a ball.
On my end at least, the Gold Coin Frequency upgrade has glitched text and art—it copies both the icon and description from the Drop Button upgrade. (Running the browser version.)