Nexly Logo

Mini game concept

1 reply
Posts:
1
Votes:
0
Rush Arena
Concept: Players try to beat the opponent by taking away their health. Health is determined by the amount of hits they can take. You can also win the game by knocking out your opponent. There are 2 different classes to pick from, but a large array of abilities to use to aid in your battle. You may use 2 abilities during battle. Games will be played first to 4.

Players: No armor, and the weapon used is stick. The stick has fixed damage to deal one HP per hit. Players have a highly customizable kit. They are allowed to pick a class, 2 abilities, 2 perks, and a charged ability.

Arenas: Arenas are to be 25x25. They will have walls around them, except on the very center of each wall. There will be a 1 block gap on the center of each wall to knock other players out.

Modes: 1v1, 4 person free for all

Classes-
Attack:
  • 16 HP
  • User has Speed II. This lowers to Speed I when at 8 HP, and then speed is removed entirely once down to 4 HP.
Defense:
  • 24 HP
  • User Slowness II. This goes to Slowness I when at 18 HP, and then is removed entirely once down to 12 HP.

Abilities-

Gust: Represented by a block of quartz and does 1 HP per hit. It will have 2 uses. It will do Knockback IV on the initial hit. The second hit will do Knockback II.

Earth Slam: Represent by a dirt block and is activatable once per match. This will send the player 6 blocks in the air, and then will send the user back down quickly. If hit directly, this attack will do 3 HP. This will do 2 HP to anyone in a 2 block radius and 1HP to anyone in a 4 block radius.

Pool of Restoration: Represented by lapis lazuli and is activatable once per match. When used, this will create a 5x5 pool of water. If an opponent stays in for more than 1 second, this will deal 1 HP but no additional damage. The user will be immobilized and immune to damage while the pool is active. This will regenerate 1 HP. The pool lasts for 5 seconds.

Fireball: Represented by a fire charge, you get 2 per match. You can shoot these as a fireball, they do 2 HP if hit.

Boost (Attack class specific): Represented by a feather and can be used once per match. User gains an additional level of speed for 6 seconds. Usage: If the user currently has Speed II, it will temporarily be increased to Speed III. If the user currently has Speed I, it will temporarily be increased to Speed II. If the user currently has no speed, they will temporarily receive Speed 1.

Piercing Shot (Attack class specific): This ability grants the user with a bow and one arrow. If the arrow hits the opponent, it will do 2 HP and the opponent will lose access to ability usage for 7 seconds.

Freeze Ray (Defense class specific): Represented by an ice block and can be used once per match. When right clicked it shoots a beam of ice, if it hits the opponent, it will do 1 HP and give them Slowness IV for 4 seconds.

Assist (Defense class specific): Represented by rotten flesh and can be used once per match. This spawns a zombie directly in front of the player. The zombie deals 1 HP per hit, and has 4 HP.

Charged Abilities (Can only be used once in an entire game, not just per match)-

Launch: This allows the user to throw TNT at an opponent, if hit, this deals 5 HP.

Revive: User instantly regains half of the HP they have lost.

Ghost: User turns invisible for 5 seconds.

Disjoint: Gives the user a fishing rod with 15 uses. The fishing rod itself deals no damage. This can be used across multiple matches, but the use amount does not regenerate. (If Supercharged perk is active, you get 30 uses.)

Perks-

Hard Headed: User is given an iron helmet.

Perfection: If you take 80% of your opponent’s HP without taking a single hit, you will receive an axe that will instantly kill them. The axe will disappear if you take any damage.

Triple Threat: Gain an extra ability, however this will only allow you to use one perk instead of two.

Last Resort: When you are down to 2 HP, a creeper will spawn right next to you. The damage from the explosion will not harm the user. The creeper has 4 HP.

Distance: Adds Knockback I onto your weapon.

Supercharged: Allows you to use your charged ability twice in a game, however this will only allow you to have one regular ability.

Wall: The user spawns with an iron golem. The iron golem does not deal any damage and has 10 HP. Its main use is as a decoy.

Null: You don’t pick a class. Instead you just start with 20 HP and no effects.
Posted Mar 18, 19 · OP · Last edited Mar 23, 19
Posts:
39
Votes:
+6
Thanks for posting this suggestion. I quite like the idea of a game where the kits are customizable to a certain extent. While it would be admittedly difficult to balance, I think players would have fun experimenting with different combinations.

However, in the idea's current state, I can't help but feel like the idea is a little dry. Currently, there's nothing about the gameplay that really sticks out to me. There's some good ideas here, but I think this needs something extra to make it special.
Posted Mar 18, 19 · Last edited Mar 18, 19
Nexlium
x 1
x 1
List
Undo
Top Posters
91 Posts
46 Posts
Widii Jinx
39 Posts
36 Posts
34 Posts
Top Likes
35 Votes
Martin NUX
29 Votes
16 Votes
WesJD DEV
12 Votes
12 Votes
Widii Jinx
Latest Threads
NoticeNotices