RNGesus is far, far, far too nice on this game. :)
In real gacha, the odds of pulling something good are generally super ridiculously low.
The odds are generally so bad that they will implement a "pity" system to avoid the awful PR from the common case of spending a ton of money and getting absolute garbage.
This is the only (very small) blemish on an otherwise fantastic game.
I know this game is a satirical sendup of gacha, but in the same way that Universal Paperclips subverted the clicker game genre and made something fantastic, I find this stripped-down gacha utterly charming. Thank you to the dev!
Love this! I wanna make parody games of all the game genres I don't like now, just to tease.
This game is inspiring. And reinforces my previous view that gacha is a silly genre.
Yet somehow addictive. What a let down it was when I finally managed to unlock the best number, 69, and it was just another number like the rest of them, because what else would it be?
TBF gacha is best described not as a genre, but rather as a dark mechanic designed to promote a psychologically exploitative stimulus/reward system as a revenue increasing measure.
In much the same way as Arcade Games are designed to counter 1-credit completion, or how console games later augmented playtime to surpass a standard weekend rental window, Gacha is something that compromises genres rather than defines one.
This is really clever and one of those projects that strikes the delicate balance of “I could’ve done this” and “actually no.” When I look more closely, the details (which I wouldn’t have nailed) sell it. The slow down as it lands on a number, the way it displays, etc.
It really does distill the whole experience down. It’s so reductive yet somehow it makes me want to keep playing. Honestly the more I think about it the more impressive it is.
// Map the keys '1', '2', '3' to array indices 0, 1, 2
const keyMap = {
'1': 0,
'2': 1,
'3': 2
};
// Check if the pressed key is 1, 2, or 3
if (event.key in keyMap) {
const targetIndex = keyMap[event.key];
// Dynamically fetch the buttons currently in the DOM
const buttons = document.getElementsByClassName('block-button');
// Ensure the button exists at that index before clicking
if (buttons[targetIndex]) {
buttons[targetIndex].click();
}
}
Do people like "gacha"? I thought people played games for the game experience, story, etc, and the gacha is just the monetization mechanic. It's like making a big deal out of paying $20 bucks a month, or buying loads of DLCs for example.
I can only speak for the 2 gacha games I'm familiar with (genshin impact and love and deepspace, neither of which I play but know people who do)
In genshins case, that's an alright game aside from the gacha mechanics. People like it because of the cast of characters that can only be unlocked via gambling for them. Everyone has a favorite and sees cool fanart online and then wants to have them.
Love and deepspace on the other hand, is pretty much propped up on sex appeal. Women will spend embarrassing amounts of money for media that prioritises their desires over what men think they want. I should know, I am one (despite not having played love and deepspace because of the gacha mechanics, I do like otome games)
It basically functions the same way as gambling machines. There's a hook that gets people to play, and then the game itself uses psychological techniques to keep people playing, like increasing the time between payouts (or level ups).
Awesome game! I guess that makes the first (and probably the last) game I've played in that genre. Completed the collection in about 2 hours. Would like to know how many math problems (microtransactions) I had to do and how much resources I spent on rolls/packs/lost battles. The battle system is frustrating and I don't know if that's by design or not. Being able to block and heal with hotkeys would make it significantly easier, but there's still RNG. Loved the visuals, the sound effects, the quotes, and the general look and feel.
Could use a little more color. Countdowns (like the ones for packs and events about to expire) should be red and bold when they get close to 0
Use different colors for each type of currency.
Locked battle levels should still show what the prizes will be to encourage players to unlock them early.
I've accidentally purchased packs I was trying to trash. Probably a good idea to keep that though!
Prices for packs, early refreshes/unlocks should be based on the amount of currency you currently have. Charge people more if they're hording wealth. They can afford it and you'll profit when they're hurting for currency.
The price for early refreshes/unlocks should gradually increase over time at first if they are affordable to the player to make them feel like it's costing them to wait to spend their currency and then the cost can gradually start to decrease after a certain point. This encourages players to spend fast, and can cause them to end up spending more if they strategically wait unless they are willing to wait for the entire cool down.
Having costs that are constantly fluctuating are good for getting people to play higher prices too
If two or more packs in the shop are waiting on timers and a copycat pack comes up lower the odds of the other waiting packs being good ones unless the player can't afford them. Increase the odds of good packs appearing in the shop when the player can't afford them so that they spend more money (or in this case, work harder) to get the currency they need.
Right now my maim strategy for battles was to just pump high numbers. Detect this and lower the odds of 80s/90s pack and the number of copycats when 90s packs (or anything that looks like it's being being pumped) were the last packs used.
Events should be less frequent if the player has rolls available.
Timers should be longer in general.
If you use progress bars instead of telling the player the exact number of seconds before something becomes available/unavailable you can mess with that. Slowing things down a little or speeding them up when its to your advantage. For example when you detect that player is away or too idle.
"hey, i have this add on that changes how websites are displayed, and I just wanted to let you know that my changes to your website break the site! Thanks"
84 comments
[ 4.6 ms ] story [ 78.0 ms ] threadIn real gacha, the odds of pulling something good are generally super ridiculously low.
The odds are generally so bad that they will implement a "pity" system to avoid the awful PR from the common case of spending a ton of money and getting absolute garbage.
Edit - refresh fixed it?
https://youtu.be/0obMRztklqU?si=CA5NWDE6FVSSM5Ih
https://youtu.be/xph_VDc78Y0
[1] https://progressquest.com/play/
This is the only (very small) blemish on an otherwise fantastic game.
I know this game is a satirical sendup of gacha, but in the same way that Universal Paperclips subverted the clicker game genre and made something fantastic, I find this stripped-down gacha utterly charming. Thank you to the dev!
This game is inspiring. And reinforces my previous view that gacha is a silly genre.
Yet somehow addictive. What a let down it was when I finally managed to unlock the best number, 69, and it was just another number like the rest of them, because what else would it be?
There are layers to this parody. Love it!
In much the same way as Arcade Games are designed to counter 1-credit completion, or how console games later augmented playtime to surpass a standard weekend rental window, Gacha is something that compromises genres rather than defines one.
It really does distill the whole experience down. It’s so reductive yet somehow it makes me want to keep playing. Honestly the more I think about it the more impressive it is.
I love that you can solve math problems to unlock more rolls and that you can buy packs and then the "slicing" of the packs is very satisfying too.
In genshins case, that's an alright game aside from the gacha mechanics. People like it because of the cast of characters that can only be unlocked via gambling for them. Everyone has a favorite and sees cool fanart online and then wants to have them.
Love and deepspace on the other hand, is pretty much propped up on sex appeal. Women will spend embarrassing amounts of money for media that prioritises their desires over what men think they want. I should know, I am one (despite not having played love and deepspace because of the gacha mechanics, I do like otome games)
Could use a little more color. Countdowns (like the ones for packs and events about to expire) should be red and bold when they get close to 0
Use different colors for each type of currency.
Locked battle levels should still show what the prizes will be to encourage players to unlock them early.
I've accidentally purchased packs I was trying to trash. Probably a good idea to keep that though!
Prices for packs, early refreshes/unlocks should be based on the amount of currency you currently have. Charge people more if they're hording wealth. They can afford it and you'll profit when they're hurting for currency.
The price for early refreshes/unlocks should gradually increase over time at first if they are affordable to the player to make them feel like it's costing them to wait to spend their currency and then the cost can gradually start to decrease after a certain point. This encourages players to spend fast, and can cause them to end up spending more if they strategically wait unless they are willing to wait for the entire cool down.
Having costs that are constantly fluctuating are good for getting people to play higher prices too
If two or more packs in the shop are waiting on timers and a copycat pack comes up lower the odds of the other waiting packs being good ones unless the player can't afford them. Increase the odds of good packs appearing in the shop when the player can't afford them so that they spend more money (or in this case, work harder) to get the currency they need.
Right now my maim strategy for battles was to just pump high numbers. Detect this and lower the odds of 80s/90s pack and the number of copycats when 90s packs (or anything that looks like it's being being pumped) were the last packs used.
Events should be less frequent if the player has rolls available.
Timers should be longer in general.
If you use progress bars instead of telling the player the exact number of seconds before something becomes available/unavailable you can mess with that. Slowing things down a little or speeding them up when its to your advantage. For example when you detect that player is away or too idle.