Peglin
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Peglin Ideas (w/ community suggestions)
By Donkdonker124
These are some Ideas I have for Peglin. I'll also try to put in some community suggestions, too!
   
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Introduction + Rules
Introduction

Hello everyone! Welcome to the Peglin Ideas and suggestions "guide"! Here, as the name implies, there is some of my ideas for the game, mainly relics and orbs. You can also put in some of your own suggestions! However, there are some rules I will put in here for the suggestions.

Suggestion Rules

The rules with suggestions are simple, you have to be descriptive enough for me to know how your idea(s) work, but it shouldn't be waaay to descriptive for it to be a tl;dr (add a tl;dr if needed!)
When suggesting an orb, you must include it's damage stats (normal and crit). You can also give it an effect if you want!
When suggesting a relic, you can also share any effects it might have, but you don't have to if you don't want to. :)
I will always try to credit suggestions that anyone makes, and if I don't see your suggestion, I'm sorry. Feel free to recomment!
You can submit another idea if you want.

That would be all for this part. Now let's get going, shall we?
Orbs (My Ideas)
First up, we'll go over some of my ideas for orbs.

Creatorb
Sprites

My idea for the Creatorb (formerly named Restorb until that name was taken) is kinda like the opposite to the OhMyGorb!, where instead of it deleting pegs, it would add pegs! "How would that work?" you might be asking? Well, for every 8 > 8 > 6 pegs hit, it would add a peg to a random spot on the board. Sounds pretty simple, doesn't it?

Normal Damage: 1 > 2 > 3
Crit Damage: 2 > 4 > 6



Spidorb
My Idea for the Spidorb is that for every 3 pegs hit, it covers them in a web. Webbed pegs get treated as durable to the Spidorb, and it can attack any enemy.

Normal Damage: 2 > 3 > 4
Crit Damage: 4 > 6 > 8


Eyesorb
The all-seeing Eyesorb. It has a passive ability that works like the "Unicorn Horn?" relic; meaning it has longer aiming range and an additional bounce displayed. It could pierce (1 > 2 > 3) enemies, and hit enemies would get a Conducspin effect. (See "Effects (My Ideas)")

Normal Damage: 1 > 2 > 2
Crit Damage: 2 > 4 > 4


Impostorb

The Impostorb haha funny amogus Looks identical to a peg. It would be like a mixture of some orbs (specifically Refreshircle, Critsoballos, and Bob-orb) when they hit a peg.
For every 4th peg hit, it gets treated like a refresh. For every 8th peg, it gets treated like a crit. For every 12th peg hit, it gets turned into a bomb.

Normal Damage: 2 > 2 > 2
Crit Damage: 4 > 8 > 12


Stratossphere
Sprites

The Stratossphere would be a very floaty orb. Not like Infernorb kind of floaty, I mean like it has lower gravity. It attacks all enemies, but only aerial enemies. Pretty simple if you ask me.

Normal Damage: 1 > 3 > 5
Crit Damage: 2 > 4 > 6


Boomorbrang
Sprites

The Boomorbrang would be another weapon-themed orb. As you would expect, it'd function like a boomerang! It's attack pierces all enemies, and it hits twice. Once it comes back, it would deal just a liiitle bit of damage to you. (3 damage)

Normal Damage: 3 > 4 > 5
Crit Damage: 6 > 7 > 8


Meteorb

(note: most likely not to scale in-game)

The Meteorb, biggest of all orbs! It would pretty much be a stronger version of the Bouldorb, but it would be even bigger (referred as huge in-game), and it would hit ALL ENEMIES currently in the battle! Though it would deal self damage to you, being 6 at level 1, 8 at level 2, and 10 at level 3. You throw the Meteorb faster than other orbs, much like the Infernorb. You can also only use it once per battle.

Normal Damage: 4 > 6 > 8
Crit Damage: 8 > 10 > 12


Unpredictaball

The Unpredictaball would be a very strange orb, but very simple. It's effect and damage would be random each time you use it, picking from all orbs in the game. (except for egg, and Oreb. Oreb's unused, and the egg is just bad.)
Each level of Unpredictaball would have a higher chance of selecting an orb with good effects/stats, and a lower chance for bad ones.
Oh, and you don't have to worry about losing it randomly, as effects that remove it from your deck won't apply here.

Normal Damage: ? > ? > ?
Crit Damage: ? > ? > ?



Pidas Touch
Sprites

Named after the Midas Touch, this orb is made of straight GOLD. On level 1, every 2 pegs hit grants a coin. On level 2, every one peg grants a coin. Level 3, every peg grants a coin and killing enemies gives you half of the damage (rounded down) in coins.
Every level can only be used once per battle, to avoid any form of infinite money.

Normal Damage: 1 > 1 > 2
Crit Damage: 2 > 2 > 4



Robborb
Not to be confused with the Bob-Orb or the Rubborb

Everyone put your hands up!! This is a Robborb! Or rather, THE Robborb. When it deals damage, it gives a fraction of it into coins (rounded up), being 1/2 at level 1, 2/3 at level 2, and all of it at level 3. It can only be used once per battle.

Normal Damage: 1 > 2 > 3
Crit Damage: 2 > 4 > 6


Aurorba
Sprites

The Aurorba: the bigger brother of the Icircle. It attacks all enemies, and inflicts a status effect I'd call "Shiverring".
At level 1, the orb inflicts Shiverring 3. At level 2, it inflicts Shiverring 4. At level 3, it inflicts Shiverring 6.

Normal Damage: 1 > 1 > 1
Crit Damage: 2 > 2 > 2


Pegalodon
Sprites

Named after the Megalodon Shark[en.wikipedia.org]. The Pegalodon would be a very strong orb, and a big one, as well! Its attack pattern would be odd, though, starting by attacking all grounded enemies up until the targeted enemy, then it attacks the targeted column. (Think of it like a mixture of the Bouldorb and the Orbelisk.)

Here's what that would look like in-game. (Hit enemies are marked with an X)


Normal Damage: 4 > 5 > 6
Crit Damage: 8 > 9 > 11


Spinja Star

The Spinja Star would feel pretty similar to the Summoning Circle, though it copies itself. At level 1, it gets fired 3 times, 4 times at level 2, and 5 times at level 3. It's a pretty weak orb, so it being fired multiple times makes up for it. At level 3, it also gets overflow!

Normal Damage: 1 > 1 > 1
Crit Damage: 2 > 2 > 2



Miseraball
(graphic is a placeholder)

The Miseraball could be a Cruciball exclusive orb that cannot be upgraded, removed from your deck, and it cannot be discarded at all. It's unlikely that this would be in the game, but it makes for a fun challenge!

Normal Damage: 0
Crit Damage: 0
Relics (My Ideas)
Next up I'll go over some Ideas for relics.

Reworks

There are some relics that are pretty much useless, mainly the Salt Shaker, and the Gardening Gloves.

Reworking the Salt Shaker

Instead of dealing 10 additional damage to slimes, it would make it so that if you don't hit a single peg at all, your next attack will deal double damage.

Reworking the Gardening Gloves

Instead of dealing 10 additional damage to plants, it would make it so that all orbs inflict Brambled 1, and would deal 4 damage per bramble level on passing enemies.
It would also keep the secret of you not taking damage when reaching into the nook.
These two relics have been readded, as well as reworked!


Vampire Charm

The Vampire Charm would make it so that dealing damage in any way at all would cause you to heal (x/2) health, with X being the damage dealt.


Philosphere's Stone
The Philosphere's Stone would be a pretty powerful relic. It would make it so that all orbs get +4/+8, but all post-battle healing is decreased by 5%.
This has technically been added to the game, but under different effects and a name.


Wild Carb

Much like the Unpredictaball, the Wild Carb would have a random effect from other relics each floor/battle.


Divine Spintervention

Divine Spintervention's effect could be pretty simple. When you're at 25% health or lower, the post battle heal could be free. The free heal could overwrite the 2x cost from the wand of skulltimate greed.


Unrolly Pact

The Unrolly Pact is the opposite of Divine Spintervention. Morally, not functionally. It could make your orbs do double damage, but all forms of healing are 50% as effective.

Both Divine Spintervention and Unrolly Pact would be rare/elite relics.


Spheremint

Spheremint's effect would be very simple. It makes all attacks inflict Shiverring2.
See the Effects (My Ideas) section for info on Shiverring


Pierce The Nail

Named after the band Pierce The Veil.[en.wikipedia.org] This relic would make all orbs pierce 1 enemy (like sphear), but in return reduce the damage of all orbs by -1/-1.
Pierce The Nail would be a boss relic.
This has technically been added to the game, but with a different name, and without the damage reduction.


First Aid Crit

Similar to the Cookie relic, the First Aid Crit would make it so that when you hit a crit peg, you heal 1 HP.


Swine Crown

The Swine Crown! A very valuable crown that used to belong to a king. It smells like bacon.
This relic's effect would double the damage you deal AND take.

The Swine Crown would be an event relic, in which you would encounter a statue of a king peglin. Its crown has fallen off of its head, and you can either take the crown for yourself, or simply return it.


Recircling Bin

Recircling Bin's effect would be fairly similar to the Beckoning Crit relic, but instead of using money, it uses discards! Every 4 orbs discarded will refresh the board.

The Recircling Bin will be a common relic, much like the Beckoning Crit.


Douball A Battery
(graphic is currently a placeholder)

Enemies with Conducspin (see Effects (My Ideas)) take increased damage (+1) for every Conducspin applied.
Effects (My Ideas)
Conducspin

Conducspin would make it so that for enemies, when they move/attack, they take 4 damage. For the player, for (Conducspin x) pegs hit, you take 4 damage.

Shiverring

Shiverring X (enemies) makes enemies unable to act for X turns. As a bonus, whenever they get hit with a "hot" attack (i.e. Infernorb), they lose all Shiverring and take damage equal to 50% of what they used to have, rounded down. They also lose the status when hit by an attack greater than or equal to (x*10)% of the enemy's current health (max of 70%)
Shiverring X (player) halves the speed of fired orbs for X turns.

Recovorby

Recovorby is essentially just the opposite of Spinfection.
Recovorby X makes the holder (player or enemies) heal X% of their HP each turn. Simple enough.

Ichorb

Ichorb X on both players and enemies would increase damage taken by a flat amount. For example, Ichorb 5 would make it's holder take an additional 5 damage from attacks.
Orbs (Community Suggestions)
Less Is Morb

Originally posted by Motivational Ghost:
This orb does minimal damage, but if you can get 10 or less damage it gets multiplied by 10x at lv1, 15x at lv2, and 20x at lv 3.
Normal damage 2>2>1
Crit damage 1>1>1


Morb Is Morb

Originally posted by Motivational Ghost:
This orb gets its damage multiplied by 1.25x at level 1, 1.50x at level 2, and 2x at level 3, but only if you can get more than 300 dmg at level 1, 250 dmg at level 2, and 200 dmg at level 3.
Regular damage: 1>2>3
Crit damage: 2>3>4


Magmorb

Originally posted by howdoitype:
Damages yourself for 5 HP on shot.
This orb goes through ALL pegs. All of them. Any direction.

While this orb is in use, it generates a shield that moves left to right over the bottom of the board. Hit it, and the orb shall be launched upwards, with the hopes of catching more pegs on the way down. The shield can only be used once (Don't worry, you'll get it back the next time you shoot the Magmorb.)

You do not need to hit the shield. Though why wouldn't you?
See: Fireball from Peggle. One of my favorite abilities, for sure.

Would it pierce enemies? Maybe. I'm not the biggest expert in damage balancing, but I've kept critical damage disappointing since you can just get free crit anyway with the main ability.

Normal damage > 2, 4, 6
Crit damage > 3, 5, 7


Overlorb
Sprites

Originally posted by ThatGuy:
Every 25>20>15 pegs hit, do 5>4>3 self damage at levels 1, 2 and 3 respectively.
Gains +1/-1 > +1/-1 > +2/-2 for every orb at level 1 in your deck.

Normal damage: 20 > 20 > 20
Crit damage: 10 > 10 > 10


D3.14
sprites

Originally posted by Ataraxia:
Normal damage: 1>1>1
Crit damage: 2>2>2

When the ball leaves the board, it multiplies the damage dealt by a random number. Number must be an integer, except if it is halved. The ranges of numbers it can be multiplied by are as follows:

Level 1: 2-4
Level 2: 1-8
Level 3: 0.5-16

Projectile that cannot pierce enemies on normal shot, hits targeted enemy on a crit shot.

Intended as an orb counterpart to the weighted chip, and can only be acquired from an event, like the chip.

Donkdonker124's note:
So I did the math, and apparently, if this orb were to be added to the game, you could deal some INSANE damage with the correct relics and good luck. (possibly up to 128x damage)


Ballistic Missile

Originally posted by jbroom:
Normal damage: 2>3>4
Crit Damage: 5>6>7

Stack 10 (See my effect idea below)
Can attack any enemy
Attacks all enemies in the targeted column
Relics (Community Suggestions)
The Dragon Ball

Originally posted by howdoitype:
Similarly to the Magmorb, it generates one "Magmorb shield" after every shot. No, it's not necessarily useful without the pierce effect of the Magmorb. (Perhaps with the Poltorbgeist, it would be a good combo.) Though it is good for keeping the peg on the board in a pinch. It does stack with the Magmorb, where the shields will move in mirror with each other.


Mini-Turret

Originally posted by Idotkid:
Every time you discard an orb, deal that orbs (Normal Damage + Crit Damage) to the targeted enemy. (Ex: discard a 1/5, deal 6 damage to selected enemy)
Effects (Community Suggestions)
Stack

Originally posted by jbroom:
Orbs with Stack X deal X% of current damage as bonus damage to the targeted enemy
19 Comments
Mothgirl 6 Jul, 2024 @ 11:50am 
I think it'd be cool if there was a random event for when you have a terriball, maybe a really sketchy looking scientist could ask you to let them use it as a test subject in their arguable unethical experiments. choosing to give away your ball would transform it into a "terror-ball", granting it +4/+4 and pierce but -3HP on using it, but if you choose to keep your terriball despite its downsides, the ball reacts to your friendship and becomes "Terri", granting it +3/+3, echo 50, and healing 1 hp per 10 pegs hit
Flognort 8 May, 2024 @ 7:03pm 
one suggestion, a speedrun mode and maybe a faster pased mode, maybe increasing the max speed to 5x or 10x
Donkdonker124  [author] 29 Apr, 2024 @ 5:12pm 
Doc, that actually made me think of a potential Cruciball exclusive orb: Miseraball.
Dr. Bacon 28 Apr, 2024 @ 4:22am 
Add a way to turn off the discard a orb action if you happen to click on the orb viewer. Happens to me far too often for me to not get annoyed at it.
darksmoke510 15 Jan, 2024 @ 10:05am 
this is really cool:steamthumbsup:
MCeGEAR 23 Jul, 2023 @ 7:38pm 
Sorry if these are commonly said and/or I am misunderstanding what type of ideas this form is for.

I'd like a hall of fame kind of thing (like in Pokemon after the elite 4), I want to see what builds I beat the game with and possibly have that feed into the custom mode. I want to see what build beat what cruciball with what character, it's always a bit sad to see a great build disappear after winning with it.

Also a gallery of what orbs/relics are unlocked would be quite nice, a better method than just going to custom mode and looking through the menus there.

Also in custom mode, being able to choose what bosses will be used would be great. I find it fun to mix the summoning circle with multi ball and relics against the wall and the dragon specifically. Some builds like reload builds against the wall are not really possible but fun to play with.

Also, choosing starting ball level in custom mode would be awesome too.

This really is a enjoyable game, thank you for that.
broomus 23 Jan, 2023 @ 2:54pm 
--Relic Ideas--


Self Image:
All attacks have +1/+5, but all non-boss enemies have Reflect 3 (The effect that the Mirrors have)

Disrepaired Repair Kit:
All attacks have -2/-2, but you gain 1 Ballance every 32 pegs hit

--More Orb Ideas--


Norbelisk(Based off the word Nobelisk):

Normal Damage: 1->1->1
Crit Damage: 2->2->2

This orb has the effect of the gunpowder every 8->6->4 pegs hit


Calorbration:

Normal Damage: 2->3->4
Crit Damage: 4->6->8

Hitting a crit increases total damage by 10%
Hitting a refresh decreases total damage by 10%
Hitting a crit re-adds a crit to the board (level 2)
Hitting a refresh adds a crit to the board (level 3)
blister 19 Jan, 2023 @ 5:54pm 
Also class idea, obviously its gonna be pretty bad because a starter kit is hard to balance correctly i just wanted to say my mind. The (insert cool name like "monkey ninja" or something) is a class mainly focused on killing the enemy before they kill you. They are NEVER killing you to fast, your just killing them too slow. With -30 hp, but starting with the complex claw instead of peglintution Their loadout (excluding any cruciball level effects) is: Stone x3. Orblation x1. (Oh and by the way, they dont get peglintution since its "PEGLINtution" and not "Bad custom class that either sucks or is op tution")
blister 19 Jan, 2023 @ 5:38pm 
Event idea for my mini turret relic: In forest, a pegineer will offer you to take some scrap off their hands for some money which gives you the (10+ bomb damage relic i forgot the name) OR you can purchase "Ol 'reliable" instead which is the mini turret.
CursedEclipse 19 Jan, 2023 @ 5:26am 
Rework for the overlorb: gets the damage boost from level 1 orbs but not level 2 or 3, damage boost increases at higher levels.

Another relic idea: broken mirror
all orbs do 3 self-damage when fired, but deal 2X damage to enemies