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Show HN: Number Gacha, a gacha game distilled to its essence

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Re: Show HN: Number Gacha, a gacha game distilled to its essence

#113

Earlier quoted context omitted.

The battle system is too rudimentary to capture the essence of gacha. Insofar as gacha lends itself to gameplay mechanics and not just monetization, deck/teambuilding is absolutely integral. Obviously, the game is a parody, but even as a parody I think it does a poor job of capturing that aspect of building and experimenting with your deck/team. Which is fine, not a criticism of a silly little app, but the person I w…

> The battle system is too rudimentary to capture the essence of gacha Gacha is not related to battle systems at all. wordpad was referencing the random awards from the battle system as another funnel. Constantly trying to no-true-scotman what Gacha means, is not definitive or compelling.

I am repeating myself, but somebody asked if this is what playing a gacha game is like. Elaborating that it is not is not a no true scotsman, FFS. This is "gacha", but it does not play like a gacha game.

The specific type of battle system is not inherent to a gacha, but having a gameplay system of at least moderate complexity is. The one thing that virtually all gacha games share is that they have a large number of distinct game pieces of varying rarity. This lends itself specifically to deckbuilding/teambuilding. I've played dozens of gacha games and they all have teambuilding elements. I'm sure you can find some exception that proves the rule, but it is the basis for the genre, insofar as it is one. If you wanted to actually boil a gacha game down to its abstract essence to showcase what playing a gacha game is like to someone who had never played a gacha game before, you could not possibly give them an accurate experience without it.

Re: Show HN: Number Gacha, a gacha game distilled to its essence

#115

Earlier quoted context omitted.

I've seen people stop wanting to play a game after they removed gacha mechanics for their monetization in favor of just a skin shop. There are legitimate addicts.

> gacha mechanics *gambling. It's been around centuries, nothing new

Sometimes it's useful to create more specific terminology. When i say gacha, people who know what gacha games are know that I'm not talking about plain lootboxes, or slot machines, or blackjack, or dice games.

Re: Show HN: Number Gacha, a gacha game distilled to its essence

#118
Well I beat the game on my phone then moved to my laptop to write some JS to see what I could automate. I know this is child's play for most of the people here (and especially with LLMs but I did it all by hand):

- Used hnfong's script [0] to make it easier to block

- Wrote a script to auto-heal and auto-divide (might need to be smarter about only auto-healing when hearts get low as to not use up all your hearts on healing when you need some for dividing)

- Wrote a script to power-level my cards (just rolling and occasionally solving the math, all automated)

- Wrote some code to slice open packs but never got around to writing code to click on the packs (I just did that manually)

I got up to level 31 in the fighting and leveled all my cards to 10. I'm trying not to fall into the rabbit hole of "Can I write some JS to level _and_ fight from 0 with no interaction from me?" - I mean I know it's possible, just would take some more time. I never wrote an auto-blocking code but I'm sure that would be possible, probably just need to watch for classes on the boss to indicate which direction it's attacking.

I greatly enjoyed the game in "manual" mode and in my automated mode. I love things like this (and Universal Paperclips, and Kitten's Game, etc).

[0] https://news.ycombinator.com/item?id=48191366

Re: Show HN: Number Gacha, a gacha game distilled to its essence

#120
post #65

If the battle has numeric controls for blocking and other actions (assigned to 1,2,3...) the game would be more fun to try and optimize.

document.addEventListener('keydown', (event) => { // 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 bef…

This script doesn't work for me, and mouse-based battle makes me want to throw the entire computer out the window.
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