A Peggle roguelike in real Noita pixels: 11 stages, 10 balls each, five Noita bosses, one life. Beat Kolmisilmä.
Peggle meets Noita, as a run. Peggle Deluxe's boards are rebuilt inside Noita, out of real Noita pixels, deep in its caves. You are the launcher: stand at the top of the board, aim your wand and fire.
One run, eleven stages. Every stage is one board with 10 balls. Clear every red peg to move on. The red pegs climb fast: 10 on stage 1 and 14 on stage 2, then a share of the whole board - 15% on stage 3, 20% on stage 4, 40% on stage 6, 50% on stage 7, 70% on stage 9 and 90% on stage 10 - with 26, 38 and 50 on stages 5, 8 and 11. Lose a stage and the run is over: GAME OVER, start again from stage 1 with nothing carried over.
Five bosses. Each of the five areas ends with one of Noita's own bosses, wandering the arena between the pegs: Hämähäkki, Sauvojen tuntija, Kolmisilmän Koipi (hit it while its mouth is open), Mestarien mestari, and finally Kolmisilmä. They take 5, 15, 10, 20 and 25 hits and pay 50, 100, 150, 200 and 250 gold. The first three just wander the board on their own legs and tentacles; Mestarien mestari calls in Noita's Lepakkos (bats) to block your shots, and Kolmisilmä brings Suurlepakkos that split into more bats - and fires a giant laser at you every few seconds. That laser really hurts: if it burns you down, the run is over. A shop before every boss lets you get ready. Beat Kolmisilmä to win.
Your wand is Noita's. Wands cast the way they do in Noita: one spell at a time in deck order, with their own cast delay, recharge and mana, and multicasts fire their spells together. Every click is one ball, however many spells fly with it. The aim guide follows the spell your wand casts next.
Boards that move. Peggle's moving pegs move again - circles, sways and the turning double helix.
The world reacts. Pegs are real Noita cells. Explosions blow them apart, fire burns them, acid eats them, and powder pegs blow up and set each other off. Every peg the world destroys still counts.
Special pegs and combos. Every peg a ball sets off builds its combo. Special pegs keep the chain going:
Spend scarce gold well. You start every run with 50 gold. Between stages, a cave-chamber shop sells six real Noita spells (48 in all across the run), one or two Noita wands and Peggle items, and one free perk out of 33 - one perk in ten is ULTRA RARE, and taking it gives you that perk twice. The items include:
Edit your wand in the shop and try it out on the TEST YOUR WANDS range before moving on: free shots, no gold. Wands and spells cost more the deeper you go, and an item you already own is never offered twice.
Gold is tight, so every purchase matters. The spells you cast are sold back for 30 gold each when a stage or a boss is cleared (the Peggle Ball stays), so every stage you rebuild your wand. Drop a spell out of your inventory to sell it for 30 too. Every board - boss arenas too - starts with 10 balls; only a Capacity Charm and the hearts you catch raise that.
Things to hit. Some boards float a wand, a heart (more health, and one more ball on every board for the rest of the run) or a treasure chest, and stage 2 always hides a wand low on the board. Swaying vines hang between and below the pegs, and in the Fungal Caverns Spore Balls grow on the pegs and float on their stalks - pop one and the pegs around it light up. Crumbly rock, sand, wooden beams, ice, glass and gold veins sit between the pegs, breakable stalactites hang from cave ceilings (icy ones in the snow), and now and then a stalagmite grows in a bottom corner. The free-ball bowl is small and curved: catching a ball is earned.
The long brick pegs collide pixel for pixel: blow a piece off one and the ball goes through the gap.
Clear the last red peg for Extreme Fever: the ball drops into walled bonus buckets. Peggle's own sounds and Ode to Joy play from your copy of Peggle Deluxe. Boss fights use Noita's boss music.
Launch from Melty and press START NEW RUN.