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(+2)

That first issue has already been fixed in the code, it's just not out yet.
It'll be in by the next update!

I've been getting a lot of requests regarding making the RNG work differently, I think I'm going to finally commit to that.

If I don't forget I'll put in a volume setting in the next update!

Regarding the RNG, I'd just remove the last played minigame from the random selection list when transitioning to the next minigame.

If for some reason you cannot modify the selection list, then you can do: run random selection, compare selected minigame with last minigame, if it's the same, then start over, else continue with the selected minigame.

(1 edit)

I implemented the change!

I didn't read your comment before working on it, but I ended up loosely implementing the first option.

That second version of yours could loop for very long with bad luck (which I have) and as such can cause performance drops at literal random

What I did is:

> Make a list copy of the minigame pool

> Remove the last minigame from the copy pool (only if there is more than 1 item in it, otherwise we're picking from an empty list)

> Pick from the copy pool


This will be in by the next update!