A downloadable card game

Feb 2025

I'm back to this project, made a tiny change that's going to allow me to work with the hacks I've wanted to previously... I know, I should have thought about this ages ago lol', but I'm a first timer and I'm just enjoying everything about this :)


As shown above, I simply replaced the "downloads" field for another one containing the name of the hack, which also improves readability of the cards and/or help people in identifying the hacks better.

My concerns now are going into thinking in which ways I could implement some accessibility features at least for the electronic version of my game, but these are steps way ahead of the current status of the development of the raw.

I still aim to release the physical game over a non-commercial creative commons license, so people would be able to do their own contributions (which includes their own software/ports) and I also aim to, somehow (1) (2) (3) (4) (5), port the game for the SNES console as a brand new homebrew game - maybe I will never accomplish this particular wish of mine, but I also have nothing better to do, so let's try.

I've also decided just to stick with the previous template and tools I was using to make the cards, rather than starting everything from scratch. The toolset is going to be listed by the time of the release, among other things like the methodology and the lore of the game. 

Still want to use Card Creatr Studio in future projects, nonetheless. It would probably give me some cool understanding in stuff like SVG and more broader knowledge in designing things with code.

I guess that's it for now!

Original post

I want anon's full hack in my game, that's the whole motivation.

HOWEVER (and obviously), I have not enough data since it is: a) a recent release; b) not going to smw central; etc... so we'll have to wait and adjust some stuff.

Previosly I also wanted ssm/usm (ldad) in my game, which is not hosted on smw central. This made me rethink about the criteria I've been formulating to make these cardgames possible.

This whole page is just a draft. I still did not release the first game.

Ideas for a second release:  while I was creating my game, thinking about all those issues, I got an insight about replacing some arbitrary values/categories like "difficulty" and "level design" to some more objective data we can obtain from speedrun(dot)com, another interesting resource. I'm primarily thinking about those absolute values displayed on the hack's leaderboard page concerning the "total game runs" and the "total run time", but it can also change over time (I don't think many ppl would be able to speedrun anon's hack, but we would think absolutely the same about casio a while ago and even takemoto's hack itself, right? I've learned we can expect anything from kaizo players). By the way, I think this can also fix some gameplay issues, like repeated values on cards... this (hypothetically) could also improve the gameplay's pace, make it more enjoyable. These are all hypothesis, I can only confirm stuff after playtesting.