been putting this change off for a while and it's out now:
Extra rules aren't implemented whenever a snap happens now. Instead, the game checks for how far the game has gone (in number of cards collected) and adds rules at about 25% and 50% into the game. If a game is a total wash, it will end soon after the second rule is added or before the second rule is even added if it's that fast possibly. Planning to see how this will affect new players adopting to the base 6 rules first (joker, double, sandwich, top bottom, tens, marriage) before having to pick up new rules on the spot.
It'll be much more important to be good at reacting to the base 6 rules now. Other changes are:
NEW FEATURES:
Ping Indicator. Clients can now see a ping indicator at the top right of their screen to at least detect how their connection with the host is. The game still does run on universal time that takes ping into account so the person who snaps first truly gets first, but I thought it'd be nice to give that transparency to people.
Visible Lobby Regions. You can now see from the lobby list what region the host is from. Will help you pick out from multiple lobbies which one will give you a better connection.
Visible Feedback when you try to pick up cards from your deck when it's not your turn to deal.
Win Counts! Running multiple quick games with your friends in a row? Now you get to lord over them with your insane game wins over them! They'll appear above your username at the list on the left of the screen.
SOUNDS!
Added new sounds at the victory and loss end screen.
Added new sounds for picking cards from deck and dealing card to pile.
BUG FIXES:
When a snap happens, anyone who happens to be holding onto a card will have it return to their deck! This one has just been a point of frustration consistently from a lot of players even as I tried to fix the bugs surrounding it so I implemented this! Should also help fix some other related bugs on the side. We'll see.
Beggar my Neighbour resolving also now checks for if the game ends or not. The game should always end when someone has all the cards in their deck and there aren't any cards in the pile. This one was an oversight I'll admit. Now these kinds of confusing situations won't happen as often.
Glowing pile hint (that serves to guide players where to put their cards now hide properly whenever a snap interrupts the flow)
Fixed: pressing on the same seat in the lobby waiting for game start broke the game. We won't let that happen anymore.
