Gacha Pulling Simulator
A Final Project Assignment for Games/Simulation/Performance
A gacha rolling simulator made in Unity, that directly tackles the addictive cycle of pulling in gacha gaming spaces through a faked experience that works to redirect compulsive addictive behavior and eventually suppresses them.
Re-tackles the premises of Project #2: “At what point do the designed compulsions of play systems cross from engagement into exploitation/addiction, and who bears responsibility for drawing that line?”
When discussing addiction in gaming, gacha games remain a major culprit that exploit player psychology to maintain revenue and income. FOMO and chasing the “high” and adrenaline of pulling slowly pulls more and more players to eventually spend money before they can regret it later on. Besides standard practices and solutions such as therapy, some unconventional ways to curb behaviors of compulsive addictive behavior can ironically come in the form of a simulator. A gacha rolling simulator exists in few, specific gacha game spaces as a way to simulate the feeling of pulling to chase the adrenaline and “high” without spending real money. Players itching to pull, but are without the in-game currency to do so, often use pulling simulators to safely engage in similar behaviors as a way to suppress their urges.
Credits & Resources:
Software: Unity
2D UI & Item Assets (Excluding Rare Item Paintings): Self-Made
Legendary Character Sprites: Character design direction by both @csuh & me. Drawn by @csuh for a previous joint-collaboration game "Akashic: Museum of Records."
| Published | 29 days ago |
| Status | Released |
| Platforms | HTML5 |
| Author | ItsNotFinn |
| Genre | Simulation |
| Made with | Unity |
| Content | No generative AI was used |

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