Level-upscreenshould havea closebuttonCherriesfrom treespawn onground (non-clickable)Contained items(cherries/gold)'trail' behindproducer whenmoving it (Followcomponent)Tree to stumpmoves to adifferentlocation (ontransform)Mergingshouldn't bepossible oncursed landFish ismergabletodrumsticksZoomdraggingbugTree shouldspawnmushroomsTall piecesshouldhavecollidersLand healingshould onlytargethealthyneighboursBerriesshould bemergableCoinsdon'thave UIMergingoutputspawns atoddpositionsDraggingagent shouldcancel theharvest/moveactionHarvesting UIshouldn't followvillagers' head,but his generalpositionMerge indicatorshouldn't bedisplayed for thedragged itemoriginal positionTree istoo bigInstead ofswapping pieces,the replaced pieceshould move to aclosest free tileActors are inthe way oftiles (whenwanting todrag/click)TreeshouldspawnlogsContaineditemsshoulddrop on tileMerginganimationshould be 'slidetowards'instead off'jump'Flowershould havevisualindicator it'sinteractiveBerriesshouldawardFoodLevel-upscreenshould havea closebuttonCherriesfrom treespawn onground (non-clickable)Contained items(cherries/gold)'trail' behindproducer whenmoving it (Followcomponent)Tree to stumpmoves to adifferentlocation (ontransform)Mergingshouldn't bepossible oncursed landFish ismergabletodrumsticksZoomdraggingbugTree shouldspawnmushroomsTall piecesshouldhavecollidersLand healingshould onlytargethealthyneighboursBerriesshould bemergableCoinsdon'thave UIMergingoutputspawns atoddpositionsDraggingagent shouldcancel theharvest/moveactionHarvesting UIshouldn't followvillagers' head,but his generalpositionMerge indicatorshouldn't bedisplayed for thedragged itemoriginal positionTree istoo bigInstead ofswapping pieces,the replaced pieceshould move to aclosest free tileActors are inthe way oftiles (whenwanting todrag/click)TreeshouldspawnlogsContaineditemsshoulddrop on tileMerginganimationshould be 'slidetowards'instead off'jump'Flowershould havevisualindicator it'sinteractiveBerriesshouldawardFood

Untitled Bingo - Call List

(Print) Use this randomly generated list as your call list when playing the game. Place some kind of mark (like an X, a checkmark, a dot, tally mark, etc) on each cell as you announce it, to keep track. You can also cut out each item, place them in a bag and pull words from the bag.


1
B
2
I
3
G
4
N
5
G
6
O
7
I
8
I
9
N
10
O
11
G
12
G
13
B
14
I
15
N
16
O
17
B
18
B
19
N
20
B
21
I
22
G
23
N
24
O
  1. B-Level-up screen should have a close button
  2. I-Cherries from tree spawn on ground (non-clickable)
  3. G-Contained items (cherries/gold) 'trail' behind producer when moving it (Follow component)
  4. N-Tree to stump moves to a different location (on transform)
  5. G-Merging shouldn't be possible on cursed land
  6. O-Fish is mergable to drumsticks
  7. I-Zoom dragging bug
  8. I-Tree should spawn mushrooms
  9. N-Tall pieces should have colliders
  10. O-Land healing should only target healthy neighbours
  11. G-Berries should be mergable
  12. G-Coins don't have UI
  13. B-Merging output spawns at odd positions
  14. I-Dragging agent should cancel the harvest/move action
  15. N-Harvesting UI shouldn't follow villagers' head, but his general position
  16. O-Merge indicator shouldn't be displayed for the dragged item original position
  17. B-Tree is too big
  18. B-Instead of swapping pieces, the replaced piece should move to a closest free tile
  19. N-Actors are in the way of tiles (when wanting to drag/click)
  20. B-Tree should spawn logs
  21. I-Contained items should drop on tile
  22. G-Merging animation should be 'slide towards' instead off 'jump'
  23. N-Flower should have visual indicator it's interactive
  24. O-Berries should award Food