A simple experimental game about building and upgrading a "deck" of dice to endlessly increase your score. Controls: -R to reset -Space to roll all your dice -Odd turns: add a die to your deck by entring the corresponding number -Even turns: upgrade one of your dice in the same way Events: -If you can't reach the target score every 5th turn, you lose. -Once you have 5 dice (turn 7), upgrades become 2x as strong. -Once you reach 10 dice (turn 17), all new dice will necessarily have a rarity above 1. Upgrades also become 3x as strong. -Once you reach 15 dice (turn 27), upgrades become 4x as strong. -Once you reach 20 dice (turn 37), you can no longer add new dice but you instead upgrade every turn. Lucky double upgrades are also a bit more likely to happen. -Once you reach turn 60, it's the beginning of the end: the target is increasing faster than you can possibly generate score, which is 180 per turn or 900 per cycle. Notes / Details: -The rarity of a die is based on expected value and the number of faces. Thus, dice with fewer and bigger numbers are rarer. -"Stronger upgrade" means the upgrading happens multiple times sequentially on the same die. -When upgrading a die, the upgraded face is chosen at random. The lower it is, the higher the chances of it getting a lucky double upgrade. -Dice filled with 9's cannot be upgraded any further. Personal Best: 10569 (turn 85)
Update v.2.2.1: -Fixed upgrading not working as intended at all -Fixed upgrading when all dice are 9's Update v2.2: -Reaching 20 dice now makes lucky double upgrades more likely -Mild code cleanup Update v2.1: -Added a few more bad dice to make the turn 17 event more useful -Fixed turn 17 rarity cap event actually happening on turn 27 instead -Fixed game breaking when all but less than 3 dice are fully upgraded Update v2.0: -Added some unique new dice -Reworked rarities to consider number of faces -Slightly reduced target increase speed -Minor instructions fixes and rewording