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May 1, 2026 1 day ago Official
Keith
gets around
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Eradication

I went through everything you flagged and pushed a quality pass today. Here's what changed and what's still on my list.

🐛 Bugs

The blank-card-after-the-first-one thing. and both ran into this, first card scratched fine, every card after that came up with no bubbles to scratch and you had to refresh the page. That was a real bug, my fault, and it's fixed now. The canvas was holding onto a destination-out compositing mode from the previous game, which meant the next paint was erasing pixels instead of drawing them. TLDR: Reset it on each new card and you're good. Play as many in a row as you like.

"No active game found" instead of your prize. The finish step could fire twice in a row (stale tab, race on the auto-finish timer), and the second call would error out because the first had already cleaned up the game. Added a guard so finish can only fire once, and if a duplicate does sneak through it just drops you back to the front page.

The "scratch sometimes doesn't pull up" glitch. : same root cause as the blank-card bug. Should be gone too.

The interaction

Click-and-drag is rough on a mouse or trackpad. I don't want to take the scratch motion away — it's good on touchscreens and some people clearly enjoy it (I do!) but I hear that some folks feel like it's worse than the old click-once. So there's a Scratch / Tap toggle right above the card on the play screen now. Pick Tap and a single click on a bubble reveals it. Your choice is remembered the next time you visit. Both modes use the same odds and same animations, just different input.

The booth

Where did the NPC go? Meli's back. Her portrait sits at the top of the booth with her "Aloha! Care to try your luck?" greeting, the cooldown copy says she's catching her breath, and her one-liners on the play screen are written in her voice again.

Picking a specific card. You should be able to do this. Below the Random Pack buttons there's now a Pick A Specific Card grid showing every card type with its item art and a Buy button. Same 5-minute cooldown on the booth either way; the random pack just lets chance decide.

Golden Glory done. It's in the random pool!

The art

Progressive Jackpot icons. I also added a one-line explainer above the grid to explain what the Progressive Jackpot section actually means.

The "SP Medium" / "SP Large" labels. very prize symbol now uses proper icons: a bronze coin for small payouts, a coin stack for medium, a blue gem for large, a red gift box for items, a star gem for special coin prizes, a yellow lightning bolt for stat boosts, a question mark for mystery prizes, a gold trophy for the jackpot, and a red X when you struck out. Labels read like English now too — "Small payout", "Mystery prize", "No match" — instead of the raw symbol keys.

The card art looking soft. every card art file (scratchcards/*_card.png) is 300×150 pixels native, but the play screen displays it in roughly a 300×340 frame, which is about a 2.3× upscale on the height — and on retina displays that's effectively 4–5× scale. That's the blurriness you were seeing. I shipped a small CSS rendering hint as a stopgap so the upscaling uses smoother interpolation, but the real fix is re-rendering those eight images at 2× resolution. That's its own task and something I can't really do, but it's on the list!

💖 ✨ 🤗

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