Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Silver Dubloons

27
Posts
4
Followers
1
Following
A member registered Feb 16, 2017 · View creator page →

Creator of

Recent community posts

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!

(3 edits)

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.

(1 edit)

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.

Haha thanks for trying out my old game. Wish I would have done a few things different in this one, alas I've lost the source code so we've got what we've got. Have fun trying to beat me, you'd probably be the first!

(3 edits)

Testing this out today, thank you!

Edit: Got it working between versions. Still too early to tell if it will save between sessions, as I don't know exactly how long session cookies last by default. Testing it out on a test page so as to not screw with anything until I'm confident it is working fine

Edit2: Tested it out over a couple days, seems stable, seems to be working. The newest build has this system in place. Anyone reading this, please let me know if your data isn't saving between sessions

Haha you're so welcome!

Thanks for letting me know!

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.

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

(1 edit)

Nice one! Glad you're enjoying the dice! Maybe I'll hold off on nerfing it for a while :P

Another good catch! I did in fact neglect to reset the image between runs. Easy fix, will be in next patch!

(4 edits)

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

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.

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!

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!

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!

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!

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

(3 edits)

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.

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?

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!

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

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!

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?

(3 edits)

16800 is my highest in classic so far

30/8/2019 - 19200

26/6/2020 - 20300

16/7/2020 - 20400 (on stream! https://clips.twitch.tv/TacitFilthyAyeayeDatSheffy)

17/7/2020 23900

Genuinely made me laugh and cry. The birds were so funny, and the dad jokes groany. The dialog made me appreciate my decisions in the quizzes when those references would come up. Really awesome job, Sean et al!