Game review
Pachinkremental
5.8 / 10
- Developer
- Poochy.EXE
- Publisher
- Independent
- Released
- 1 January 2021
- Platforms
- Web browser (desktop and mobile)
- Genre
- Idle/Incremental
- Monetisation
- Free, open source, no ads and no in-game purchases
- Players
- Single-player only
The short version
Pachinkremental turns a real pachinko board into an incremental game's currency generator — drop a ball, watch it bounce through pegs into a scoring slot, spend the proceeds on upgrades that reshape the board itself. It's a genuinely distinctive hook, and two separate major-version release threads with over a hundred comments each suggest the incremental-games community agrees it has real depth. None of that survives the trip to a phone screen intact: the pachinko board — the entire game — renders at roughly 90 by 138 pixels on a 390-pixel-wide viewport, around a twentieth of the area it gets on desktop, and every upgrade's description is hidden behind a hover-only tooltip with no touch equivalent anywhere in the code. The author's own README warns the mobile UI is "rather clunky." Confirmed directly: that undersells it.
Biggest strengths
- The core "click to drop a ball" action does fire correctly from a real touch tap — confirmed by tapping the board's canvas and watching the ball-drop counter and game-started flag both update exactly as they do on desktop, through the same unmodified `OnClick` handler
- No platform gate anywhere in the input code; touch isn't detected and redirected, it's simply never given a layout that fits it
- Two years apart, both the v1.0 and v2.0 release threads on r/incremental_games drew over a hundred comments each, which is a real, sustained signal of a game with depth worth returning to — this isn't a thin proof-of-concept dressed up as a full release
Biggest weaknesses
- "The single biggest problem this review found: on a 390-pixel-wide phone viewport the entire pachinko board — pegs, scoring slots, everything — renders at roughly 90x138 CSS pixels. The identical page on a desktop window renders the same board at roughly 470x760, well over twenty times the area. This was confirmed by measuring the canvas element directly on both profiles, not estimated from a screenshot. A board that small makes aiming for a specific scoring slot between pegs genuinely impractical for a thumb."
- Even within that tiny board, the game only accepts ball drops near the top edge (correct pachinko behaviour, but it further shrinks an already-tiny usable target down to a thin strip)
- Every upgrade's description is revealed only by `onmouseenter`/`onmouseleave` — confirmed in `upgrades.js`, with no touch, tap-and-hold, or click-to-toggle fallback anywhere in the code. A phone player can see an upgrade's name and cost and nothing about what it actually does
Who it's for: Incremental-game fans playing at a desk; not recommended on a phone in its current form
Our recommendation: A well-loved idle game on desktop, but the mobile experience needs real responsive-layout work before this shelf can list it
5.8 / 10
Most incremental games generate their currency from an abstract number going up. Pachinkremental generates it from an actual physics simulation: drop a ball into a real pachinko board, watch it ricochet off pegs on its way down, and whatever slot it lands in pays out. The payout buys upgrades that change the board itself — more multipliers, better slot values, new machines entirely — which loops back into better runs. It's a clever, well-executed idea, and the incremental-games community has treated it that way: separate release threads for v1.0 and v2.0, two years apart, each drawing over a hundred comments. This is not a proof-of-concept; it's a maintained project with real staying power.
The click works. The board doesn't fit.
The instinct going into this review was to check whether Pachinkremental's single required action — clicking to drop a ball — actually fires from a touchscreen, since the author's own README already admits the mobile experience is rough. It does fire: a real simulated tap on the game's canvas correctly triggered OnClick, dropped a ball, and flipped the game's internal game_started flag exactly as a mouse click would, through code with no touch/mouse branching at all. That part of the author's engineering holds up.
What doesn't hold up is what happens to the board itself. Measured directly rather than guessed from a screenshot, the pachinko canvas renders at roughly 90 by 138 CSS pixels on a 390-pixel-wide phone viewport — and the identical page, loaded in a desktop browser window, renders the same canvas at roughly 470 by 760. That's better than a twentyfold difference in usable area for the one thing this entire game is built around. Pachinko already asks for some precision — aiming a drop to land in a specific scoring slot between rows of pegs — and asking for that precision inside a target smaller than a postage stamp is a different, much harder game than the one the desktop version offers. Confirmed testing also found that only the top strip of that already-tiny board accepts a drop at all, which is correct to how pachinko works but leaves an even smaller functional target once you account for it.
The upgrade panel makes the mobile story worse rather than better. Reading upgrades.js confirms every upgrade's description is wired to onmouseenter/onmouseleave with nothing else backing it up — no touch listener, no tap-to-toggle, no long-press. A phone player sees an upgrade's name and its cost and nothing about what it does, which matters a great deal in a game whose entire second half is deciding what to buy next.
Should you play it
On a desktop, yes — this is a smart, well-loved take on the incremental genre with real community-tested depth behind it. On a phone, the exact device class this shelf exists to serve, the core interaction survives but the board it happens on doesn't, and that's enough on its own to keep this off the list until the layout gets real mobile attention.
Pros and cons
Pros
- The core "click to drop a ball" action does fire correctly from a real touch tap — confirmed by tapping the board's canvas and watching the ball-drop counter and game-started flag both update exactly as they do on desktop, through the same unmodified `OnClick` handler
- No platform gate anywhere in the input code; touch isn't detected and redirected, it's simply never given a layout that fits it
- Two years apart, both the v1.0 and v2.0 release threads on r/incremental_games drew over a hundred comments each, which is a real, sustained signal of a game with depth worth returning to — this isn't a thin proof-of-concept dressed up as a full release
- Free, MPL-2.0 licensed with clear attribution, and completely free of analytics or third-party trackers
Cons
- "The single biggest problem this review found: on a 390-pixel-wide phone viewport the entire pachinko board — pegs, scoring slots, everything — renders at roughly 90x138 CSS pixels. The identical page on a desktop window renders the same board at roughly 470x760, well over twenty times the area. This was confirmed by measuring the canvas element directly on both profiles, not estimated from a screenshot. A board that small makes aiming for a specific scoring slot between pegs genuinely impractical for a thumb."
- Even within that tiny board, the game only accepts ball drops near the top edge (correct pachinko behaviour, but it further shrinks an already-tiny usable target down to a thin strip)
- Every upgrade's description is revealed only by `onmouseenter`/`onmouseleave` — confirmed in `upgrades.js`, with no touch, tap-and-hold, or click-to-toggle fallback anywhere in the code. A phone player can see an upgrade's name and cost and nothing about what it actually does
- No viewport meta tag was present in the shipped page at all, which this review added before testing to give the touch pass a fair run; the underlying layout problem persisted regardless