UPDATE 10/24 - Up to 56 cards, along with new secrets:
[NOTE: 34 and 55 are /only/ obtainable by finding secrets in other 'games'..]
Also, streaks should no longer reset at midnight so yay.
UPDATE 10/09 - 2 more monster-iffic cards!
UPDATE 10/08 - Another day, another 2 cards :) These feature The Conductor - Electric Ghost. It also brings the total card count up to 50!
UPDATE 10/07 - 2 MORE cards, this time featuring Della Muerte - Undead Mahou Shoujo!
UPDATE 10/06 - 2 more cards, this time of the lupine persuasion. Try to uncover Felicia - Furred But Fashionable
UPDATE: 10/05 - Some graphics tweaks to make portraits look nicer! And yet more cards -- These 2 feature Cecilia - Weird Detective!
UPDATE: 10/04 - You know the drill - 2 more cards. And these suck.. blood! :D Introducing Vera - Vampire Adventurer!
UPDATE: 10/03 - 2 more spooky cards -- up to 40 to collect now!
UPDATE: 10/02 - 2 more spooky cards brings the total to 38! Faria - Undead Queen get!
Also! You can now pick either 'any' or from one random set of 10 sequential cards.
UPDATE: 10/01 - October/Halloween updates have begun! 2 more cards! Roll for Sylvia the Slacker Witch. Or don't. You know like.. whatever.
UPDATE: 9/29 - Now the cooldown works differently -- you can 'login' up to once an hour. The higher your streak, the more tokens you can potentially win during the login roulette minigame.
TIP: The more times you login in during the same day, the more tokens you can get when you play roulette. MAX Streak is now 8 as well, because.. well, pico-8.
[EDIT: New version fixes a bug where only Wandering Fluff would show up -- and adds AUTO-SCRATCH (hold O/Z or Right Mouse Button to have the computer scratch for you)]
UPDATE Starting in October, there will be 13 Days of updates Oooooo (all leading up to the end on #MMAMJam on Saturday the 14th). Updates will include new (SPOOOOKY!) characters and.. other things :) Stay tuned!
Make an account!
Collect random cards!
Scratching is addictive!
Come back HOURLY to [LOGIN] for more chances to win!
FYI, joypad (or keyboard) and mouse should both work pretty well -- I tried to make using either (or even both) pretty seamless and intuitive.
(Apologies in advance if this marks the end of civilization as we know it)
Now also on itch: https://enargy.itch.io/got-ya
Good, your "Reveal" takes an excess of 1-minute to get every last piece. Suggest you do not update the screen until a piece is found which would greatly speed up the process and have no "dry" etches.
REPEAT REPEAT ((search for piece to fleck away)) UNTIL FOUND ((fleck piece)) REPEAT FLIP() UNTIL KEY UNTIL DONE
Do I need to do something to "claim" the prize after 100% revealing it? It never shows up in my gallery, and I have 1 token indefinitely.
Edit: Oh, I see. I seem to just get wandering fluff 100% of the time, so it looks like it isn't work (but it gives me back a token in that case)
And please, reveal after 80% scratched or something!
@dw817 .. not 100% sure what you mean.. Is it that the scratching is too slow for the player, or you're saying it isn't very performant?
Now you can hold Z (O) or the right mouse button to auto-reveal if you don't want to do it manually. Does that help?
This update also fixes the issue where only Wandering Fluff would appear on a pull. Thanks for the heads up -- I'd had that turned on to debug some of the text since WF has the longest name.
Actually seems to be working pretty good now. I was using (Z) instead of (X).
Ah, this was an idea I wanted to do later ! Make a philatelist type of game where you get stamps and cards of aliens, galaxies, and planets and trade/swap them with virtual collectors including having scratch off bonuses.
Your version is really good though. Like it a lot.
Here's a star ⭐
and favorited. ❤
@dw817 ah yeah before Z just randomly scratched. The new version is procedural. Originally, Z worked like it does now, but then I changed it to be random during testing. I also have the colors of the foil flash if you don't move for a moment, but if you get say, a white fleck on a patch of yellow, it's still not much easier to see.
I thought about these things a bit though.. kind of wondering if instead of pixels, I just have it all the sections of foil as ball-shaped nodes, with a good bit of overlap (kinda like chainmail?).. might look neat too.
And thanks! You should do yours too! Maybe planets with faux 3d art?
One planned feature is a "versions" thing where you pick a version and it determines the cards you can get. Then you use passwords to swap cards with people using the other version. But I wanted to see if anyone liked this one first.
24-hours seems like a long time. If you investigate games today that have a "cool-down" period before you can get the goods again (Online casinos for instance), they are usually no more than 12-hours.
And in the case of "Huuuge Casino" you get a little bonus every 10-minutes, which stays until you click it.
You can let it go hours without clicking but if you're vigilant and active in playing the casino games, you can get that bonus 6-times every hour.
Hourly ? Hmm ... I thought 12-hours would stretch the game out nicely. With this short time should be a cinch to see the conclusion to the cart then. :)
And yes, I'm always interested in these kinds of carts. Not a shooter, racer, fighter, battler, platformer, 3rd person real-time, or action puzzle.
Instead prefer turn-based puzzles, RPGs, board games, cards, dice, turn-based strategy and adventure, casino-like, poker, 5-card stud, roulette, craps, baccarat, bingo, keno, chess, checkers, chinese-checkers, go, mah-jong, solitaire, skip-bo, battlecards, slot machines, turn-based tactical ... and of course, ZEN.
This cart is right up there, more my speed ...
Trying ... woo-hoo ! Got the Pico-Starburst ! Will try back in an hour.
... you seem to be benefiting players who are late in arrival.
That is, if it says I need to wait an hour and get back in an hour and 15, it says the next wait time is 45-minutes.
It should always be an hour the moment I login. No benefit for tardiness. :)
Oh ? Secret or in instructions ?
Also, code space allowing, you may want to compress to string some extra 16x16 pixel prizes you can find, like for the holidays.
I could build you the functions to handle this if you like, wouldn't be that difficult ... but you'd have to provide the images and descriptions for the prizes ... also not to release the prizes until that month is ACTIVE.
- Halloween prizes, appear only in October
- Thanksgiving prizes, appear only in November
- Christmas prizes, appear only in December
- New Year's Day prizes appear only in January
- Valentine's Day prizes appear only in February
Maybe 12-different prizes to collect each month, 144 total.
So it truly would take a year for someone to collect all the prizes from your machine.
@dw817 lol I just meant you could do the roulette at 4:55pm and then again at 5:00pm
About extra cards... That's definitely the plan for October :)
I put together a really convoluted puzzle-heavy, Easter egg-heavy thingy for 3cjam last year. It burnt me out and I dont know that people really played it much. So I'm taking it one step at a time and trying to get a better read on what people have fun with instead of dropping a huge thing all at once.
So far I keep finding that the content isn't necessarily as important as the presentation.. as in pacing; it still needs be a reward, but how you set expectations and dole those out really change the way it makes the user feel. So I'm trying to get better at that so I can provide players with more entertaining and fulfilling experiences.
That said... surprises are still in store.. you can even vote on that a bit here: https://twitter.com/Enargy/status/1046251299958902784?s=19
Good morning, Enargy !
I was thinking quite a bit about your cart last night and had an idea. Here is how you can have 120 prizes, a 32-character description for each of them, still leaving you with 16-8x8 sprites for system images, and use zero bytes of source code space for the lot.
First off, file your 16-system sprites from #0-15. That done, build your gift and chibi 8x8 sprites in every even column, that is #16, #18, #20, etc. All the way down to #254.
Now here's the tricky and interesting part. To have a description for each, write your code to both read and write the 32-byes (which is the space for a 16-color 8x8 sprite) directly to the RIGHT of that sprite.
By doing so you'll have 120-gifts to earn + a description as recorded directly by your sprites.
The advantage ? All those descriptions you hard-coded in your source can be removed and you need merely read the up to 32-char. description from every ODD sprite, #17, #19, #21, all the way up to #255. And yes, I would get very lavish in the descriptions. Try to use up all 32-characters each time.
Now if you want to have MORE prizes, you can do what Final Fantasy for the NES does and use NEW palettes for the same item.
May I also suggest that if you get 4-tokens (from repeated prizes) that when you spin with THAT turn, you always get something new, thattaways it doesn't take (I'm guessing pretty close I think) thousands of spins to randomly get that very last item - and win the game.
You could even change the color of the scratch-off card or use new music or something to show that THIS scratch-off is guaranteed to be something the player does not already have.
I like this idea of storing text-descriptions inside sprite content and in time if I ever get around to my philatelist stamp-collecting cart, may use something quite similar to this data collection method.
It's going to be a busy day today so likely I'll be out of pocket, but will return in the evening.
Hope This Helps !
Playing with some math, you could also store a single 16x16 2-color sprite in the same space as the 8x8 16-color sprite.
Here is a 1-bit Chocobo for instance, 16x16 pixels taking the same space as a single 8x8 16-color sprite. If you wanted to color it in any of the 16-available colors, you could use one of the 32-bytes to the right (remember for the description ?) and go from there.
Also if you go with the 8x8 pixel 16-color method, I could certainly provide some prize images and descriptions. You could also open a thread to have people contribute their suggested prizes and descriptions until you have 120 of 'em.
@dw817: Yeah so I'm already using more than 32 characters in most descriptions. I do have plans for a different storage method that what's on there currently, so there is room for a lot more cards.
Your storage ideas sound perfect for a picross game, though.
I agree with you that it's going to be a pain to keep getting the same cards, especially as more are added. So variant foil designs and 'banners' are going to be implemented soon. Each pull, you'll get to pick the 'set' your card is from. And each set includes unique cards (such as holiday cards.)
If you do foil cards, you might have them shimmer, say once every while or so. There is an example I saw in one of my favorite SNES RPGs here:
Also would be neat to have a "shelf" or carry folders to view multiple gifts that have been collected from your, "Got Ya" machine.
Maybe show them in a small 8x8 scale. Clicking reveals the 16x16 you've drawn. Hit (B) and it goes back to the shelf to show all possible ones you can get, but may not yet have.
To give some insight, initially this was a parody of gacha games and low-gameplay mobile games in general. But I had a lot of fun making cute art and coming up with flavor text, so I decided to support it for a bit.
Because the base gameplay is so limited, having it offer an optional random 'set' choice is a wrinkle that creates something of an actual strategy. Having the player keep track of which cards/units they still need is pretty common, like the summoning patterns in Fire Emblem Heroes. You could argue that 'managing your pulls' in that way /is/ part of the game -- partly due to the otherwise random nature of pulls.
However, since I don't make money off of a player's frustration (or any at all :p), I don't think it's a bad concession at all to add a hint for whether the random offered 'set' has the potential to yield a new card. It definitely increases the good feelings from the gamble/reward loop that drives a gacha-style game.
Glad you appreciate the game!
Definitely appreciate the game. It's one of my top favorites. Always looking forward to scratching off and seeing what I won.
To give you an example of an "undocumented feature," years ago, I wrote a game called Dungeon on the Apple ][+ computer.
It was a simple game, ran in a resolution called LORES which was 40x40 pixels with 16-colors per pixel.
In the writing, which took me weeks, I added all kinds of stuff, treasures to find, suit of armor, magic spells, etc.
But occasionally you would enter one room and see a stray pink pixel. I scoured my code to find what was happening but couldn't see anything.
Running into the pixel caused my program to crash as it was undefined. So - 2-days later I added a definition to my code in making it a scoring bonus item, still never actually finding it or knowing where it came from. :)
Heads up -- you can vote on an upcoming feature here:
Also @zep I noticed a bug in the forum (:o) -- editing the top post in a thread will cause the thread to say it was last posted in by the author of the /last/ post in a thread, but it will use the timestamp of the edited top post.
Example: When I updated this just now, the preview said the last post was "by dw817 ~1 minute ago" instead of "by dw817 ~2 days ago" (or "by enargy ~1 minute ago").
@dw817 - Ah it shouldn't be that bad. You'll both just need to generate a code the other can use.
And modifying save data to keep track of how many of each card you've pulled. I guess I'll just have a button you can use to convert ones you don't want into token pieces.
I mostly just put trading on there because it's a feature I'm always wishing existed in Fire Emblem Heroes.
Trading through online codes ?
Now if you can pull that off, that will be without a doubt the most incredible thing I have ever seen.
I consider myself fairly intelligent in programming, but pulling something like that off would be a brainweave indeed - and my head just can't seem to work out how you would do that ...
Here are some problems you are going to run into, Enargy.
 How will the system know if you've shared a code more than once with someone ? IE: they write it down on paper.
 What's to prevent someone giving someone else a code for a card they don't actually have ?
 What's to prevent someone giving somebody else a code and they in turn refuse to return a code in reply themselves ?
Tricky tricky. You've got your work cut out for you to solve that logic monster ...
@dw817 lol you're overthinking it:
Each user generates a code for the card they want to trade, the card they want to receive, and the name of the person they're trading with.
Generating the code removes the card from your inventory and sets some flags. Because of this, you can only have 1 trade pending at a time.
- Using the correct code provided by the other party will give the user the card they're supposed to receive. And clear the trade flags so they can initiate a new trade if they want.
You could use that to get more than 1 copy of a certain card by initiating the same trade and reusing a code, but I don't really care about that. It's just supposed to be a convenience feature.
If someone wants to exploit it they're more than welcome to. It's not like any 1 card is more 'rare' than any of the others anyway.
You're pretty much the only person that's provided much feedback. So realistically, I'd be happy to learn that there were enough people playing that wanted to trade with other people for the feature to get used at all in the first place :p
I've actually been giving this some thought. I think you MAY be able to swap prizes for the following conditions:
 The code is good for that day only and a check is made to ensure that code is "active."
 Trying to use the code after the day it was initiated says, "Expired."
 Since that gift is removed (by showing the code), no other code will be sent that has that particular gift as it was "given" to someone else. It truly is gone until earned again.
Taking that into account, it might be possible to have a fool-proof system.
Trading could also earn each player a free "spin." Maybe have a lottery or something you described earlier. Not only will gifts be traded but the action of doing so is actually beneficial to those collectors.
I think Pokemon benefits its players who trade monsters.
I apologize for my enthusiasm. There are just so many interesting ways this cart can go. It's not a reflex-based game like a racer or shooter. It's not chess or a board game or a turn-based tactical game.
It's category is ZEN. And one of my favorite categories if the truth be known.
Meaning, no real score, no real competition, and is in many ways very relaxing to play and the anticipation of what comes next.
I also saw the code you were using for "scratching." Would it be easier just to use a single sprite 8x8 (or 4 as 9x9 up to 16x16) as a circle and scan the dots for it instead of a calculated octagon ?
You are using a method of array to hide the gift I see. I thought surely you would be using the sprite storage area temporarily to keep track of this. That's how I'm going to do mine when I come to it.
The music you have playing for the scratch-off does not repeat 100% cleanly. Listen to on loop for a second yourself and you'll hear a slight glitch. I know this because I play your game so often. :)
Please don't change the scratching so it automatically finishes after a certain percentage. I like the scratching part and its fun to find all the tiny little pieces by yourself to 100% before you are granted the card.
Loving the additions and improvements you keep adding to this cart !
Morning, was trying out accessing the whole game via mouse. You almost can but are not scrolling the description of the card.
Suggest player can grab it (put pointer on it and hold button) and then drag up to see more of the text description.
I showed this cart to my friend Chris. He wants to play it as well but so far ZEP has not corrected an issue with touch-screens for cellphones. Once he does you'll have Chris playing this cart too. :)
@dw817: I'll have to debug that timer.. the way it's supposed to work is that when you login it sets a timestamp. And you're able to login once the hour has passed. So if you logged in at 10:55 AM, you'd be able to login again at 11:00 AM.
The Conductor (aside from being a bad pun) is from some stories I've told my 7 year old. A lot of the Halloween cards are from stories I've made up for her, actually. She likes spooky things a lot.
With my G/F Halloween is her favorite holiday. Not Christmas, not Thanksgiving, not even her Birthday. Nope ! It's Halloween.
So - usually I get her a bunch of Halloween items.
I was wondering if it would be possible for you to make a "Candy Corn Queen" in addition to the other cards you have ?
Oh man ... (puts the $10 and $5 back in wallet) ...
Yes, I'm joking too. Well heck I thought you might want some suggestions. That's fine. Halloween will soon be upon us and then ... hmm ... Thanksgiving.
You would have Giblet Girl ! ... y e a h ,, that doesn't sound very good ...
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