I make independent games inspired by the arcades I grew up with. Here’s what I’m working on.
In development · v0.1.42
Pachinvaders
Pachinko meets Space Invaders, flipped upside down.
Drop balls through pegs to stop enemies reaching your core. Choose cards as you go, fight through five worlds, and spend your credits on upgrades for the next run.
Play in your browser, or download for Windows and Mac.
Five worlds. Nine waves and a boss in each.
Development notes
This build tightens up the controls, gives you more balls and adds a first pass at world colors. If something feels off, leave me a comment on itch.io. It helps to know your platform and the world you reached.
What changed in v0.1.42 +
October 12, 2026
Control Updates
Keyboard and controller movement got an overhaul, so the launcher should feel a lot more accurate. It stops right where you let go.
For slow, precise aim, hold either bumper on a controller, or S / Down on keyboard.
Dash is on either trigger, or W / Up on keyboard, and goes the way you’re moving.
I tweaked the mouse so a light bump doesn’t grab the launcher anymore.
Gameplay Improvements
You start World 1 with 130 balls instead of 100.
Your ball count now sits next to the launcher. You can change where it shows in the Options menu.
Shot Guide is a dashed line now.
Salvage gives you bonus balls with every kill. Ball Surge gives more balls than before, and both have Epic and Legendary versions.
Balls bounce off the core shield instead of flying off the top of the screen.
Visual Updates
First pass at unique colors for each world.
Revamped boss attacks to always be orange-red so they stand out.
Small visual tweaks to the side panels.
Since the game is still in development, runs suspended in an older build won’t carry into a new one. Your upgrades, credits, Player Rank and unlocked worlds are kept.
A game-jam prototype about defending a bloodstream with ricocheting shots. Made for the GameDev.tv Game Jam 2025, it became the starting point for Pachinvaders.
I’m Kevin Mitchell. Pachinvaders is my main project, built on the ricocheting shots of my earlier game-jam prototype, Cellular Barrage. I’m making it a little better with every build and every bit of player feedback.
Find the games on itch.io and follow development on Bluesky.