This is something I've experienced too. There's no graceful way to solve this problem with the way runs are tracked but I agree it's an issue. I'll think about it and come up with something
1) as someone else pointed out after playing daily you auto-start with variant ticked and rules of the daily 2) can't figure out what "remove face cards" means in terms of unlocking
Good call on #1, I will get that fixed. #2 means destroying all face cards in the deck, Jacks, Queens and Kings. They can be destroyed with Bombs (non standard card), the Snurf Blaster bauble, and the Cake bauble.
Edit - to clarify, specifically there is a check after each hand played that counts the number of face cards in your deck, and if it is 0, unlocks that deck. So if you've added more face cards to your deck, all of them need be destroyed.
lol I never did the math, but I don't hate that it works out this way. At least you need more items for it to work out. I wouldn't hate it if 7 of a kind was more viable though. After my current project I do have a laundry list of things I *want* to add to this game. No promises, but I do love this game and want to do more with it.
This is an interesting, and understandably a bit frustrating, consequence of the way I have coded the game to interpret straights. I will expand.
My code for determining the best hand takes the rules of poker seriously. Starting with these axioms:
A 2 3 4 5 is a five high straight, therefore K A 2 3 4 is a four high straight
We should always use the highest straight possible, since in a poker game you would always want to play your strongest hand
A straight is a straight. There is no differentiation between a straight of one length over another
So in your situation, the game sees that you have two straight flushes, <A 2> (a Two high straight flush) and <A> (a Ace high straight flush) and picks the better of the two for your hand.
This can be mitigated with the Cat's Eye bauble, which allows all placed cards to be considered part of the played hand.
nvm, just read the 29.5 update log, and im sorry u lost passion for this project, but its completely understandable, and i wish u the best in ur endeavors
I've gotten to ante 40 a few times (I'll spare you the details in case you want to figure it out on your own) but yes, it definitely tops out at a certain point based on how you can accumulate score at the moment.
I've got two improvement ideas for getting to forty at least, and one of those are getting luky with the doblar mushrooms haha. This game just keeps getting better, love the dailies
Nice one! This is exactly the reason I like the variants system tied with the Dailies system - lots of chances to try new combos that you might not havethought of before.
The addition of variant mode basically completely eliminates the need to unlock new decks, as you can just replicate it with variants mode.
For instance, I can replicate the Sgambler deck by giving myself Chip Magnet, +1 chip threshold, and no interest.
Im not saying variant mode is bad, infact it is the best addition ever introduced in this game. I suggest putting variant mode behind an achievement, like reaching ante 25 or smth, but that is my opinion.
Have a good day Mr SilverDubloons, and I cant wait to see the next additions in the game!
I completely agree! I wanted everyone to have access to it to help with finding bugs, but in the long run this is definitely the route I want to go with it. Maybe it will unlock after unlocking all decks, which would eliminate the issue you described.
It sure does, haha. Wide Houses are just that good!
Non-meme answer: The left column are values that are applied to all hands containing that hand. In this case, only Wide House. Since Wide Houses benefit from many powerful hands with high stats, I actually had to make their individual stats negative to bring them in line with Seven of a Kind and Huge Houses.
The right column displays the minimum that a particular hand will be, which you can see lines up about right with other comparable hands.
Also, thanks to your screenshot, I discovered a bug that was causing the Scastronomy deck to be way too easy to unlock, so enjoy that one on me!
I've tweaked it a little, and come up with something that I think works, especially considering your desire for fast cash!
I call it the Sgambler deck. You start with the new bauble, Chip Magnet: "Whenever you clear 2 or more chip thresholds with a single hand, gain an additional chip for each chip threshold beyond the first. Clearing them all at once nets an additional 2 chips"
You get +1 chip threshold per ante. So you can effectively make up to 13 chips per ante, right off the bat.
As you suggested, it will not be able to collect interest, so you can spend without worrying. This deck also takes the Piggy Bank out of the bauble pool.
It might be super overpowered, but in games like this, balance is an illusion. Have fun with it. If it's OP to the point of it being the only viable deck, maybe I'll rework it in a bit.
To unlock it, you'll need to purchase the Chip Magnet in another run, and clear all chip thresholds with one hand two antes in a row.
nvm, I lied. This was quite literally my FIRST game todayBaubles: Wooden Letter K, Colorful Pinwheel (lvl 10), Sandwich Monarch (L2), Consolidate Quadruples, Tornado Mat, Four Colored Eye Masks, Tic Tac Toe, and Tragic the Gathering
Congratulations on getting to ante 30! 371M means you were doing pretty dang good lol. Wooden Letter K is nuts if you can get it going early enough.
Side question - are you playing on the latest patch? You should be able to see the version number in the bottom left of the main menu (unless it's quite old, then there will be nothing there). I used to have a bug where the best hand would be outside the bounds of the red box on the stats screen, as in your screenshot. I can't reproduce it now on the latest version. Just wondering if I missed something somehow
I was not, I was playing an older version so no worries about the bug being still in the game lol. This was on my laptop which I've yet to update the game vers. on.
Haha, it does seem quite good. I'm going to keep an eye on it for a bit, but I'm thinking of making the multiplier it grants non-permanent, or maybe changing it to base value.
Good catch! All nonstandard cards do have slightly alternate art for when they're placed as a played card, that is intentional. It should revert back to the standard art when returned to the hand, but it seems I failed to account for this when switching cards via dragging and dropping. I will have this fixed in tomorrow's build!
As for the downgrade to a pair, that is very troubling! I will figure that out as well. I was surprised everything was working so well with the telescope bauble, as I had to write a huge script to get the hands evaluated properly. I'm sure I can find out what's going on.
Thanks for letting me know and video making it clear what is going on.
Edit - this was bugging me so I went and found the problem before bedtime - just some misplaced curly braces! And solved the issue with the non standard cards not reverting back to their original art as well. Thanks again for pointing these out! Uploaded a new build with these fixes just now
Could you expand on your idea for the Card Cleaner? Does it work on only one card? When does it trigger, when you play a hand or how did you envision it? and what do you mean by type? You get to pick the rank and suit? Sounds like a fun idea.
The Rock Paper Scissors one sounds fun, too, but I worry it would feel gimmicky after a bit. Especially since you're playing against an AI (which would presumably choose a random play each time) effectively there's no decision being made. I could make it choose for you, but that kind of just means a bauble that gives you a random amount of multiplier. Which I'm not entirely against, I suppose.
Thanks for the kind words! You're the first person I've ever seen play the exact same hand for 100% of played hands. Nice!
So Card Cleaner is a playable card that wipes ALL played cards, and allows the player to choose the new cards suit and value. Bought at the shop for 4 chips. (maybe 3 if u want)
also that random RPS is a very good idea. And what if there was a dice-type item that rolled a random number 1-6?
Rolling a 1: Does nothing!!!
Rolling a 2: Gives a random scored card +2 multiplier for the ante.
Rolling a 3: Gives a random scored card +3 multiplier for the ante.
Rolling a 4: Gives a random scored card +4 multiplier for the ante.
Rolling a 5: Gives a random scored card +5 multiplier for the ante.
Rolling a 6: Gain 1 tokens and gives a random scored card +6 multiplier for the ante. (also plays a fun sound effect!!!)
obviously this is able to be changed to ur preference but idk
The card cleaner is interesting, I think 90+% of the time people would choose one specific rank and one specific suit for every card that was changed. Might be simpler to implement that way, too. Sounds very powerful at 3 - 4 chips, even if it was rare. I could see if it was more expensive and the specific rank and suit was random, that could work. I will consider all of this.
The die idea is very similar to an idea I had, and I really like it! I think it could be the first bauble that you can upgrade, going from d6 to d8 to d10 to d12 to d20, increasing the maximum bonuses along the way. Definitely a great idea!
The D6 has been added, along with upgrades all the way up to D20!
I tested and played around with the card cleaner idea, and designed it into what *I think* works OK.
It's rare, so will be infrequently seen in the shop, and costs 3 chips. It's called Magic Marker, and before scoring, it sets all played cards to a random rank. Not too crazy, can help with lategame transitioning or early game powering if you're lucky enough to see it.
Scrongle does have a nice ring to it! I told the story behind how the name came to be on YouTube, but the short version is this:
In Unity, I have all sorts of places where dynamic text shows up. In order to make sure it looks good, I type something random out, and typically I use silly words or phrases just because it makes me giggle. The text where it displays the name of the hand you've played is set to "Scrongly". I showed an early prototype of the game to a friend of mine and he asked me if that was the name of the game. I said "Of course not, who would name a game Scrongly". Turns out I couldn't come up with anything better so it stuck, and here we are.
The tutorial does mention the game is over when you run out of cards, but I suppose that could be telegraphed better to the player. I will ponder on how to do that.
Haha nice! Love me a good bit of game dev lore. I'll remember this when Scrong The Spire blows up
It's a similar mechanic to a game called "Blood Card" where your deck is your hp. Underrated game. But yeah, I could imagine plenty of ways indicating the danger and increased stakes of getting low on "health" Just show red vignette at the border and heart beat like cod lol
Thanks for playing, and I'm glad you're enjoying it!
I have the infrastructure (mostly) in place to allow for unlocking baubles, and that is a planned feature. I'll utilize it more going forward, but with this being a WebGL build I've yet to find a reliable way to save any data on the user's machine. Right now, the game 'should' remember what decks you've unlocked and keep track of all your played daily games, but every machine I've tested it on forgets this stuff after a few hours. I'm probably going to end up making a desktop version, which I know will work and remember data, even through different versions.
I started off using PlayerPrefs to save data, it was inconsistent.
I am currently using Application.persistentDataPath to create text files that store the data, along with JS_FileSystem_Sync(); , which is still inconsistent.
I'm not sure if either of these systems use cookies, I honestly don't know much about how they work. Could you point me to an article or video that might enlighten me?
So this isn't my area of expertise, but I believe Application.persistentDataPath only persists for the lifetime of a browser instance for Web GL applications based on: https://www.reddit.com/r/Unity3D/comments/5nnj2z/webgl_saving_text_file_locally_... . This is similar to how a session cookie-- that is, a cookie with no expiration date-- works.
Regarding tutorials: https://www.w3schools.com/js/js_cookies.asp looks pretty good, but basically you set cookies with assignments to document.cookie using javascript and read them back by setting a string to document.cookie and then scanning through it for your specific name. There are other ways, and maybe there's something else that's the best practice for WebGL-- I'm not a WebGL programmer. But if you *do* use cookies the thing I was trying to say was that if you don't explicitly set an expiration date (conventionally 1 full year past current time) the cookie is deleted when the browser instance ends, which can be counter-intuitive.
I will look closer into this, thank you for the resources! I would love for this to be easier, it's wild to me there's not a simple solution for this. Gotta figure out how to get c# to talk to JS to talk to the browser. It's a bit daunting, and totally new territory for me, so no promises, but I'm going to do my best to figure this out. I appreciate you!
Suggestions: A flush five that is also a straight could be a straight flush five. Even without that, a flush five that is a straight should trigger the slinky (it didn't currently, the one time I checked). Also a four of a kind should probably count as including two pair (and also things could work similarly for 5 of kind and full house).
Grats! The baubles that trigger on specific hand types should all work, assuming the scored hand contains that hand type. The slinky only triggers on hands that contain a straight flush, which is defined differently than what you're describing, but it certainly is possible. You can get the slinky to trigger on a flush five by having four plastic bricks and four snakes, then effectively every hand contains a straight flush. I get that a 'flush five' sounds like it should count as a flush, so if you have four snakes I get how it would make sense to expect slinky to trigger. I will ponder on how to make this clearer to the player.
I'm not sure I agree that four of a kind should count as two pair, a part of my brain thinks that makes sense but in poker terms they are quite different. I have plans to make those baubles (the two pair and full house one) more powerful, though.
Thank you for your feedback, and I'm glad you're enjoying the game <3
Hmm I don't think you can technically have a flush five that's not counted as a flush, since right now you always need all five cards to be the same rank and suit for it to be a flush five, and so I can't think of a way that wouldn't be counted as a flush, even if you had no plastic bricks.
My code defines a straight flush as more than just both having a straight and a flush. There must be the consecutive cards of the same suit. That is, unless you have four snakes and four plastic bricks.
So for example if you have two plastic bricks and two snakes, you need three cards to make a straight, three to make a flush, and three to make a straight flush. With that in mind, consider the following hand:
3h 4h 5s 9h
This hand contains a straight, and a flush, but not a straight flush. If the 5s were instead a 5h, it would be a straight flush.
Today I implemented a system that *should* help with this confusion a bit. The tooltips that come up when hovering over a hand will update when baubles are purchased that change how the hand is defined. I'll upload the new build tonight, as usual.
Thanks for the explanation! In my case I had four snakes and two or three plastic bricks and the hand was rainbow king, rainbow king, rainbow king, king of hearts, king of spades. I believe this paid out the straight rewards and the flush rewards but not the slinky. It's possible I am remembering incorrectly, though, since its been a few days. Regardless, the tooltip will solve the problem I think :) Thanks as always
Suggestion: There should be a button that lets you immediately put all selected cards onto the play area. Right now, the current way of playing them feels a bit slow and awkward. Other than that, good game!
Thanks so much! You should be able to just click on the play area (the red zone) with cards selected to deposit them there. Is that not working for you?
It's mentioned in the tutorial, but I'm thinking about adding a button right above the hand area to make it even more clear, since I've got this feedback from others as well.
You can reduce the number of cards you need for a straight flush by decreasing both the cards you need for a flush (plastic brick) and the cards you need for a straight (snakes). In effect, the cards needed for a straight flush is the greater of the two: cards needed for a straight, and cards needed for a flush. I agree this could be signaled to the player better. Thanks for playing and for the kind words!
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Another issue I found: Moon Shot dailies swamp my best ever runs, making it impossible to check my actual games
This is something I've experienced too. There's no graceful way to solve this problem with the way runs are tracked but I agree it's an issue. I'll think about it and come up with something
Game is awesome except two small nitpicks:
1) as someone else pointed out after playing daily you auto-start with variant ticked and rules of the daily
2) can't figure out what "remove face cards" means in terms of unlocking
Good call on #1, I will get that fixed. #2 means destroying all face cards in the deck, Jacks, Queens and Kings. They can be destroyed with Bombs (non standard card), the Snurf Blaster bauble, and the Cake bauble.
Edit - to clarify, specifically there is a check after each hand played that counts the number of face cards in your deck, and if it is 0, unlocks that deck. So if you've added more face cards to your deck, all of them need be destroyed.
Why THEORETICALLY Huge House is the best hand you can play in the game:
Total of 8 multiplying items that can stack at once:
Blap That! x8
Alligator Orthodontist x5
Consolidate Quadruples x3
The Thompsons House x2.5
Tic Tac Toe x2
Octopod Osteopath x1.5
Cap Guns Akimbo x1.25
And Better Wetter. x5
The absolute minimum score you can get is 5 1's and 2 2's, equaling base score 261 with 34 multiplier.
Now adding the items it would equal...
38250 MULTIPLIER
Which with the base points, would give 1.3 MILLION POINTS.
THIS IS NOT CONSIDERING OTHER ITEMS TAKEN BEFORE
(this took 15 minutes)
btw this is schizziobeats alt
btw seven of a kind multiplier (pair thru 7 of a kind) only equals 15000.
lol I never did the math, but I don't hate that it works out this way. At least you need more items for it to work out. I wouldn't hate it if 7 of a kind was more viable though. After my current project I do have a laundry list of things I *want* to add to this game. No promises, but I do love this game and want to do more with it.
What is this? I have 4 snakes and 4 bricks.
This is an interesting, and understandably a bit frustrating, consequence of the way I have coded the game to interpret straights. I will expand.
My code for determining the best hand takes the rules of poker seriously. Starting with these axioms:
So in your situation, the game sees that you have two straight flushes, <A 2> (a Two high straight flush) and <A> (a Ace high straight flush) and picks the better of the two for your hand.
This can be mitigated with the Cat's Eye bauble, which allows all placed cards to be considered part of the played hand.
hi
Aloha!
just wanted to say the game is still so fun, and wanted to know if ur still working on it!
nvm, just read the 29.5 update log, and im sorry u lost passion for this project, but its completely understandable, and i wish u the best in ur endeavors
Thanks for understanding. I do love the game, but I burn out easily on creative projects. I'll make more new stuff in the future!
I think Ante 38 might be literally impossible. I've made it there a few times, but never even gotten close to beating it.
I've gotten to ante 40 a few times (I'll spare you the details in case you want to figure it out on your own) but yes, it definitely tops out at a certain point based on how you can accumulate score at the moment.
I've got two improvement ideas for getting to forty at least, and one of those are getting luky with the doblar mushrooms haha. This game just keeps getting better, love the dailies
The variant area never clears for standard runs.
Interesting! I haven't run into this but I'll figure it out for the next update. Thank you!
my best daily run (why did I just now realize how good telescope and treasure map is)
Nice one! This is exactly the reason I like the variants system tied with the Dailies system - lots of chances to try new combos that you might not havethought of before.
ok nvm came back after my data reset I redid the daily game and crushed it
Beautifully done! I hope we get to see more of the variants I made, the RNG has picked Avast! 3 out of the last 5 days, lol.
Problem with variants mode:
The addition of variant mode basically completely eliminates the need to unlock new decks, as you can just replicate it with variants mode.
For instance, I can replicate the Sgambler deck by giving myself Chip Magnet, +1 chip threshold, and no interest.
Im not saying variant mode is bad, infact it is the best addition ever introduced in this game. I suggest putting variant mode behind an achievement, like reaching ante 25 or smth, but that is my opinion.
Have a good day Mr SilverDubloons, and I cant wait to see the next additions in the game!
I completely agree! I wanted everyone to have access to it to help with finding bugs, but in the long run this is definitely the route I want to go with it. Maybe it will unlock after unlocking all decks, which would eliminate the issue you described.
Version 25.4
Wide house has negative stats?
It sure does, haha. Wide Houses are just that good!
Non-meme answer: The left column are values that are applied to all hands containing that hand. In this case, only Wide House. Since Wide Houses benefit from many powerful hands with high stats, I actually had to make their individual stats negative to bring them in line with Seven of a Kind and Huge Houses.
The right column displays the minimum that a particular hand will be, which you can see lines up about right with other comparable hands.
Also, thanks to your screenshot, I discovered a bug that was causing the Scastronomy deck to be way too easy to unlock, so enjoy that one on me!
erm deck suggestion
Aristocrat: Unlock by buying 2 rare baubles in the shop at once, and then buy everything else in that same shop.
+1 hand until fatigue, +2 chip thresholds per ante, starts with 10 chips, but you gain no interest in the shop.
Don't know if this is balanced or not, you can change this to your preferences, but I kind of based it on how I like to play the game (LOADSAMONEY)
I like the idea!
Thematically it feels a little off to me, what about this screams aristocracy? I would think that would have something to do with face cards.
The unlock mechanic could be boiled down to: "Purchase everything in a shop that has 2 or more rare baubles". Is that correct?
Mechanically, It does sound fun and seems relatively balanced.
I'll give it some thought! Thanks for all your ideas and engagement, I genuinely appreciate it.
yeah I'm not really sure about the name, but aristocracy is based on high-paying jobs, but idk. Thanks for considering my idea! Have a good day!
I've tweaked it a little, and come up with something that I think works, especially considering your desire for fast cash!
I call it the Sgambler deck. You start with the new bauble, Chip Magnet: "Whenever you clear 2 or more chip thresholds with a single hand, gain an additional chip for each chip threshold beyond the first. Clearing them all at once nets an additional 2 chips"
You get +1 chip threshold per ante. So you can effectively make up to 13 chips per ante, right off the bat.
As you suggested, it will not be able to collect interest, so you can spend without worrying. This deck also takes the Piggy Bank out of the bauble pool.
It might be super overpowered, but in games like this, balance is an illusion. Have fun with it. If it's OP to the point of it being the only viable deck, maybe I'll rework it in a bit.
To unlock it, you'll need to purchase the Chip Magnet in another run, and clear all chip thresholds with one hand two antes in a row.
Will be available in tonight's update.
Thanks for using my idea! Im in love with the tweaks, and can't wait to use it! Im super excited to see what comes next!
Best Run I've Had So Far
nvm, I lied. This was quite literally my FIRST game todayBaubles: Wooden Letter K, Colorful Pinwheel (lvl 10), Sandwich Monarch (L2), Consolidate Quadruples, Tornado Mat, Four Colored Eye Masks, Tic Tac Toe, and Tragic the Gathering
Congratulations on getting to ante 30! 371M means you were doing pretty dang good lol. Wooden Letter K is nuts if you can get it going early enough.
Side question - are you playing on the latest patch? You should be able to see the version number in the bottom left of the main menu (unless it's quite old, then there will be nothing there). I used to have a bug where the best hand would be outside the bounds of the red box on the stats screen, as in your screenshot. I can't reproduce it now on the latest version. Just wondering if I missed something somehow
I was not, I was playing an older version so no worries about the bug being still in the game lol. This was on my laptop which I've yet to update the game vers. on.
Thanks for letting me know!
My first run with the new dice! Got a little unlucky with low rolls, but overall a very unique and fun item!
Items: Tornado Pad, Rainbow Bear, 2 Plastic Bricks, D20, and Colorful Pinwheel.
Nice one! Glad you're enjoying the dice! Maybe I'll hold off on nerfing it for a while :P
uh oh
Haha, it does seem quite good. I'm going to keep an eye on it for a bit, but I'm thinking of making the multiplier it grants non-permanent, or maybe changing it to base value.
Now I think something wasn't reset between games.
The text is as if it were a d6, but the image says otherwise.
Another good catch! I did in fact neglect to reset the image between runs. Easy fix, will be in next patch!
Good catch! All nonstandard cards do have slightly alternate art for when they're placed as a played card, that is intentional. It should revert back to the standard art when returned to the hand, but it seems I failed to account for this when switching cards via dragging and dropping. I will have this fixed in tomorrow's build!
As for the downgrade to a pair, that is very troubling! I will figure that out as well. I was surprised everything was working so well with the telescope bauble, as I had to write a huge script to get the hands evaluated properly. I'm sure I can find out what's going on.
Thanks for letting me know and video making it clear what is going on.
Edit - this was bugging me so I went and found the problem before bedtime - just some misplaced curly braces! And solved the issue with the non standard cards not reverting back to their original art as well. Thanks again for pointing these out! Uploaded a new build with these fixes just now
my best run (rainbow card flush spam)
also item suggestions: Card Cleaner wipes the suit and value off a card, but allows you to pick the card type afterwards. (Rainbow Excluded)
Rock, Paper, Scissors. After every hand you play, play rock, paper, Scissors with an AI. If you win, get 1.5-2x multiplier (you pick ig)
that's all I got rn lol
also I love this game sm omg cant wait for the finished version
Thanks so much for playing and enjoying!
Could you expand on your idea for the Card Cleaner? Does it work on only one card? When does it trigger, when you play a hand or how did you envision it? and what do you mean by type? You get to pick the rank and suit? Sounds like a fun idea.
The Rock Paper Scissors one sounds fun, too, but I worry it would feel gimmicky after a bit. Especially since you're playing against an AI (which would presumably choose a random play each time) effectively there's no decision being made. I could make it choose for you, but that kind of just means a bauble that gives you a random amount of multiplier. Which I'm not entirely against, I suppose.
Thanks for the kind words! You're the first person I've ever seen play the exact same hand for 100% of played hands. Nice!
So Card Cleaner is a playable card that wipes ALL played cards, and allows the player to choose the new cards suit and value. Bought at the shop for 4 chips. (maybe 3 if u want)
also that random RPS is a very good idea. And what if there was a dice-type item that rolled a random number 1-6?
Rolling a 1: Does nothing!!!
Rolling a 2: Gives a random scored card +2 multiplier for the ante.
Rolling a 3: Gives a random scored card +3 multiplier for the ante.
Rolling a 4: Gives a random scored card +4 multiplier for the ante.
Rolling a 5: Gives a random scored card +5 multiplier for the ante.
Rolling a 6: Gain 1 tokens and gives a random scored card +6 multiplier for the ante. (also plays a fun sound effect!!!)
obviously this is able to be changed to ur preference but idk
have a good day Mr. silver doubloons sir!!
The card cleaner is interesting, I think 90+% of the time people would choose one specific rank and one specific suit for every card that was changed. Might be simpler to implement that way, too. Sounds very powerful at 3 - 4 chips, even if it was rare. I could see if it was more expensive and the specific rank and suit was random, that could work. I will consider all of this.
The die idea is very similar to an idea I had, and I really like it! I think it could be the first bauble that you can upgrade, going from d6 to d8 to d10 to d12 to d20, increasing the maximum bonuses along the way. Definitely a great idea!
Thanks for the ideas captain schizziobeat!
The D6 has been added, along with upgrades all the way up to D20!
I tested and played around with the card cleaner idea, and designed it into what *I think* works OK.
It's rare, so will be infrequently seen in the shop, and costs 3 chips. It's called Magic Marker, and before scoring, it sets all played cards to a random rank. Not too crazy, can help with lategame transitioning or early game powering if you're lucky enough to see it.
Thank you for using my idea! This is probably my proudest moment, and I can't wait to see what comes next!
Love this game. I feel like it should be called "Scrongle" Haha
it took me a long time to realize that the game is over when you run out of cards
scronglite
Scrongle does have a nice ring to it! I told the story behind how the name came to be on YouTube, but the short version is this:
In Unity, I have all sorts of places where dynamic text shows up. In order to make sure it looks good, I type something random out, and typically I use silly words or phrases just because it makes me giggle. The text where it displays the name of the hand you've played is set to "Scrongly". I showed an early prototype of the game to a friend of mine and he asked me if that was the name of the game. I said "Of course not, who would name a game Scrongly". Turns out I couldn't come up with anything better so it stuck, and here we are.
The tutorial does mention the game is over when you run out of cards, but I suppose that could be telegraphed better to the player. I will ponder on how to do that.
Glad you're enjoying it!
Haha nice! Love me a good bit of game dev lore. I'll remember this when Scrong The Spire blows up
It's a similar mechanic to a game called "Blood Card" where your deck is your hp. Underrated game. But yeah, I could imagine plenty of ways indicating the danger and increased stakes of getting low on "health" Just show red vignette at the border and heart beat like cod lol
Can't wait to see more!
yummy game yum yum yum
also
Suggestion: What if you could unlock certain items by completing achievements? Example: Cap Guns Akimbo by playing 20 Two Pairs
idk if that's the type of rouge-like that can apply to this game but ya know
(professional isaac player)
Thanks for playing, and I'm glad you're enjoying it!
I have the infrastructure (mostly) in place to allow for unlocking baubles, and that is a planned feature. I'll utilize it more going forward, but with this being a WebGL build I've yet to find a reliable way to save any data on the user's machine. Right now, the game 'should' remember what decks you've unlocked and keep track of all your played daily games, but every machine I've tested it on forgets this stuff after a few hours. I'm probably going to end up making a desktop version, which I know will work and remember data, even through different versions.
Thanks again, and have a good one!
Are you using persistent rather than session cookies to handle save data?
I started off using PlayerPrefs to save data, it was inconsistent.
I am currently using Application.persistentDataPath to create text files that store the data, along with JS_FileSystem_Sync(); , which is still inconsistent.
I'm not sure if either of these systems use cookies, I honestly don't know much about how they work. Could you point me to an article or video that might enlighten me?
So this isn't my area of expertise, but I believe Application.persistentDataPath only persists for the lifetime of a browser instance for Web GL applications based on: https://www.reddit.com/r/Unity3D/comments/5nnj2z/webgl_saving_text_file_locally_... . This is similar to how a session cookie-- that is, a cookie with no expiration date-- works.
Regarding tutorials: https://www.w3schools.com/js/js_cookies.asp looks pretty good, but basically you set cookies with assignments to document.cookie using javascript and read them back by setting a string to document.cookie and then scanning through it for your specific name. There are other ways, and maybe there's something else that's the best practice for WebGL-- I'm not a WebGL programmer. But if you *do* use cookies the thing I was trying to say was that if you don't explicitly set an expiration date (conventionally 1 full year past current time) the cookie is deleted when the browser instance ends, which can be counter-intuitive.
I will look closer into this, thank you for the resources! I would love for this to be easier, it's wild to me there's not a simple solution for this. Gotta figure out how to get c# to talk to JS to talk to the browser. It's a bit daunting, and totally new territory for me, so no promises, but I'm going to do my best to figure this out. I appreciate you!
Beat the daily challenge!
Suggestions: A flush five that is also a straight could be a straight flush five. Even without that, a flush five that is a straight should trigger the slinky (it didn't currently, the one time I checked). Also a four of a kind should probably count as including two pair (and also things could work similarly for 5 of kind and full house).
Grats! The baubles that trigger on specific hand types should all work, assuming the scored hand contains that hand type. The slinky only triggers on hands that contain a straight flush, which is defined differently than what you're describing, but it certainly is possible. You can get the slinky to trigger on a flush five by having four plastic bricks and four snakes, then effectively every hand contains a straight flush. I get that a 'flush five' sounds like it should count as a flush, so if you have four snakes I get how it would make sense to expect slinky to trigger. I will ponder on how to make this clearer to the player.
I'm not sure I agree that four of a kind should count as two pair, a part of my brain thinks that makes sense but in poker terms they are quite different. I have plans to make those baubles (the two pair and full house one) more powerful, though.
Thank you for your feedback, and I'm glad you're enjoying the game <3
Woah, you can have a flush five that's not a flush?
Fair enough on the two pair vs four of a kind
Hmm I don't think you can technically have a flush five that's not counted as a flush, since right now you always need all five cards to be the same rank and suit for it to be a flush five, and so I can't think of a way that wouldn't be counted as a flush, even if you had no plastic bricks.
My code defines a straight flush as more than just both having a straight and a flush. There must be the consecutive cards of the same suit. That is, unless you have four snakes and four plastic bricks.
So for example if you have two plastic bricks and two snakes, you need three cards to make a straight, three to make a flush, and three to make a straight flush. With that in mind, consider the following hand:
3h 4h 5s 9h
This hand contains a straight, and a flush, but not a straight flush. If the 5s were instead a 5h, it would be a straight flush.
Today I implemented a system that *should* help with this confusion a bit. The tooltips that come up when hovering over a hand will update when baubles are purchased that change how the hand is defined. I'll upload the new build tonight, as usual.
Thanks for the explanation! In my case I had four snakes and two or three plastic bricks and the hand was rainbow king, rainbow king, rainbow king, king of hearts, king of spades. I believe this paid out the straight rewards and the flush rewards but not the slinky. It's possible I am remembering incorrectly, though, since its been a few days. Regardless, the tooltip will solve the problem I think :) Thanks as always
Makes perfect sense then! You'd need 2-3 unique ranks to get a straight flush based on how many plastic bricks you had.
Thanks for your kind words and chatting about this project
Suggestion: There should be a button that lets you immediately put all selected cards onto the play area. Right now, the current way of playing them feels a bit slow and awkward. Other than that, good game!
Thanks so much! You should be able to just click on the play area (the red zone) with cards selected to deposit them there. Is that not working for you?
Oh, yeah! I never knew about that. Thanks!
It's mentioned in the tutorial, but I'm thinking about adding a button right above the hand area to make it even more clear, since I've got this feedback from others as well.
If an effect lets you need less cards for a straight flush, you should then need less cards for a straight flush.
Otherwise game is pretty fun
You can reduce the number of cards you need for a straight flush by decreasing both the cards you need for a flush (plastic brick) and the cards you need for a straight (snakes). In effect, the cards needed for a straight flush is the greater of the two: cards needed for a straight, and cards needed for a flush. I agree this could be signaled to the player better. Thanks for playing and for the kind words!