Tree to stumpmoves to adifferentlocation (ontransform)Level-upscreenshould havea closebuttonTree istoo bigContaineditemsshoulddrop on tileInstead ofswapping pieces,the replaced pieceshould move to aclosest free tileCoinsdon'thave UIBerriesshouldawardFoodTree shouldspawnmushroomsBerriesshould bemergableCherriesfrom treespawn onground (non-clickable)Merginganimationshould be 'slidetowards'instead off'jump'Merge indicatorshouldn't bedisplayed for thedragged itemoriginal positionTreeshouldspawnlogsMergingshouldn't bepossible oncursed landHarvesting UIshouldn't followvillagers' head,but his generalpositionMergingoutputspawns atoddpositionsFish ismergabletodrumsticksFlowershould havevisualindicator it'sinteractiveLand healingshould onlytargethealthyneighboursZoomdraggingbugTall piecesshouldhavecollidersActors are inthe way oftiles (whenwanting todrag/click)Contained items(cherries/gold)'trail' behindproducer whenmoving it (Followcomponent)Draggingagent shouldcancel theharvest/moveactionTree to stumpmoves to adifferentlocation (ontransform)Level-upscreenshould havea closebuttonTree istoo bigContaineditemsshoulddrop on tileInstead ofswapping pieces,the replaced pieceshould move to aclosest free tileCoinsdon'thave UIBerriesshouldawardFoodTree shouldspawnmushroomsBerriesshould bemergableCherriesfrom treespawn onground (non-clickable)Merginganimationshould be 'slidetowards'instead off'jump'Merge indicatorshouldn't bedisplayed for thedragged itemoriginal positionTreeshouldspawnlogsMergingshouldn't bepossible oncursed landHarvesting UIshouldn't followvillagers' head,but his generalpositionMergingoutputspawns atoddpositionsFish ismergabletodrumsticksFlowershould havevisualindicator it'sinteractiveLand healingshould onlytargethealthyneighboursZoomdraggingbugTall piecesshouldhavecollidersActors are inthe way oftiles (whenwanting todrag/click)Contained items(cherries/gold)'trail' behindproducer whenmoving it (Followcomponent)Draggingagent shouldcancel theharvest/moveaction

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