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Arcade › Pack Party

Pack Party

  • arcade
  • collectible
  • minigames
  • card-collection
  • mobile
  • party
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. klander74 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Pack Party yet. Play it, then tell klander74 what you would add next.

Make your own game

Pack Party was built by klander74 with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Pack Party opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Pack Party

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Rebuild "Pack Party" as a mobile-first browser collection game with a dark sci-fi party aesthetic. Use a full-screen near-black/navy background with a slowly animated Three.js-style backdrop: scattered white stars, a translucent dark funnel/cone low in the scene, floating rotating rectangular card-like prisms in blue, purple, yellow, cyan, and pink, plus floating gold torus coins. Keep the 3D scene behind the interface and add a subtle camera sway. On top, place a responsive glassmorphism UI with translucent navy panels, rounded corners, soft borders, blur, bright white typography, muted lavender secondary text, and accent gradients in blue/purple and gold/orange. The header should show the eyebrow "PARTY QUIZ PACK BATTLER", the title "Pack Party", and compact pills for the active player (default "👤 Player"), coin/token balance, and room status (default "No room").

The core loop is: earn coins from short arcade mini-games, spend coins opening card packs, collect cards with rarity tiers, and author custom card sets. Persist the player’s currency, collection, selected set, custom sets, pack count, player name, room membership, and latest reward/results in browser localStorage; expose equivalent get/set game-state debugging hooks if desired. Start new saves with 1,000,000,000 coins, selected set "Crypto Creatures", zero packs opened, and an empty collection. (The visible screenshot may show a different persisted balance, but new-game behavior is the billion-coin starting balance.)

Home screen: create a wide hero panel with the eyebrow "SOLO + SAME-BROWSER ROOM CODES", a large pitch such as "Start rich, grind harder, and rip way more packs.", explanatory copy mentioning the starting coins, weekly shop, and four mini-games, and a responsive row of buttons: "Play mini games", "Open packs + weekly shop", "Build a set", and "Collection". Beside/below it show four statistic cards: current coins ready to spend, packs opened, active pack set, and unique cards owned. Below, show panels describing the four mini-games, the rotating weekly shop and time until reset, and room codes with Create room, Join room, and (when applicable) Room lounge actions.

Mini-game selection screen: show four cards with descriptions and launch buttons:
1. Signal Hack — a 4-digit timing game. Generate a random four-digit target code and four independently rolling random digits. Display a 22-second timer, target digits, and four large slot buttons. Tapping a slot locks/unlocks that digit; when all are locked, or time expires, score one reward for each matching position. Award matches*60, plus a perfect-completion bonus of 180 + remaining-time*8 when all four match. Clearly show locked success/failure states.
2. Treasure Fishing — a 22-second tap game in a bounded blue water play area. Spawn fish from the left at intervals, moving right at rarity-dependent speeds. Fish have common/rare/epic/legendary/mythic rarity, become progressively smaller and faster, and are tappable buttons labeled with their reward: 18, 34, 60, 95, or 150 coins respectively. Show timer and catch score; missed fish leave the area. At the end award the score.
3. Memory Mix — a 35-second matching game. Shuffle six symbol pairs (12 face-down tiles), using geometric symbols such as hexagons/diamonds/stars. Tapping two tiles reveals them; matching pairs remain highlighted green, mismatches flip back after a short delay. Show pairs found and timer. Award 75 per pair, plus 180 + remaining-time*10 for clearing all six pairs.
4. Coin Drop — a 20-second reaction game in a bounded warm gold/brown play area. Spawn falling loot objects such as coins, stacks, blue gems, and bombs; the player taps/catches beneficial loot and avoids bombs. Show time and score, and award the resulting score when the round ends. Use large clear touch targets and clean up timers/animation on exit.

Every mini-game should award coins through a toast such as "+N coins — Treasure Fishing", update the top balance, and return to the room lounge if the player is in a room, otherwise return to game selection. Include a Quit button on each game.

Shop screen: show an active-set selector and current balance. Include a highlighted "Featured this week" panel with a deterministic weekly rotation, week number, reset countdown, three one-coin featured pack offers with boosted rarity odds, and two direct-buy card offers from the active set. Weekly direct-card prices should correspond to rarity: common 280, rare 600, epic 1250, legendary 3000, mythic 9000, with the second offer slightly higher. Standard packs all cost exactly 1 coin and are displayed as cards with rarity probability chips and gold open buttons:
- Starter Pack: common 55%, rare 25%, epic 12%, legendary 6%, mythic 2%
- Pro Pack: 35%, 30%, 18%, 12%, 5%
- Mythic Burst: 20%, 28%, 24%, 18%, 10%
- Legend Storm: 12%, 22%, 26%, 24%, 16%
- Vault Breaker: 5%, 15%, 24%, 30%, 26%
When opening a pack, subtract the price, roll a rarity, choose a card of that rarity from the active set (falling back to a nearby rarity if needed), increment its owned count, increment packs opened, and show a prominent reveal panel with the set name, pack name, rarity, emoji portrait, initials, and buttons to open another or view the collection. Use rarity colors: common pale gray, rare blue, epic violet, legendary orange, mythic pink.

Include three built-in sets, each with ten cards distributed as three common, three rare, two epic, one legendary, and one mythic: Crypto Creatures (Byte Bunny, Cookie Coder, Pixel Pigeon, Cache Cat, Hash Hound, Cipher Chameleon, Glitch Gecko, Protocol Panther, Quantum Quokka, Mythic Mainframe); Deep Sea Duel (Pebble Puffer, Coral Clown, Bubble Basslet, Anchor Angler, Pearl Pike, Storm Snapper, Tidal Tigerfish, Abyss Archer, Leviathan Lamprey, Moon Jelly Monarch); Space Safari (Astro Ant, Comet Camel, Nova Newt, Orbit Otter, Meteor Moose, Plasma Parrot, Solar Stag, Cosmic Cobra, Galaxy Gorilla, Void Phoenix). Card reveals and collection cards are stylized “people” portraits rather than realistic art: a rounded portrait tile, rarity-colored background, rarity emoji badge (🙂 common, 😎 rare, ⚡ epic, 👑 legendary, 🌌 mythic), and two-letter initials.

Collection screen: show total cards and unique cards, rarity summary stat cards, and a responsive grid of owned person cards sorted highest rarity first. Each card must show the portrait, set name, card name, uppercase rarity chip, and Owned count. Empty state should tell the player to win coins and open a pack.

Set builder screen: let the user enter a set name and multiline cards in the format `Card Name|rarity`, requiring a name and at least five lines. Accept only common, rare, epic, legendary, or mythic (invalid/missing rarity defaults to common), save the custom set, make it active, and list all available built-in and custom sets with card counts and rarity chips. Include a Use this set action.

Room system: support four-character local room codes stored in localStorage for same-device/same-browser turn-taking, not network multiplayer. Create-room form accepts a player name, generates an uppercase code, and creates a room with host and player stats. Join-room form accepts a name and four-character code, showing an error toast for unknown rooms. The room lounge displays the code, active player, Refresh and Leave controls, a player list with score and rounds played, buttons to switch the active player, and launch buttons for all four mini-games plus Shop. Rewards in a room update the active player’s score, tokens earned, and rounds played and save the room snapshot.

Use pointer/touch-friendly controls, explicit interactive layering over the non-interactive background, responsive grids, scrollable main content, compact header buttons, and cleanup hooks so intervals and animation frames stop when changing screens. Show concise rounded toast notifications for insufficient funds, room actions, saved sets, purchases, and rewards.

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