u/Gravityfallsthebest

Incremental Game Idea

Don't need credit, but pls make me a tester:)

Will take a long time to make but that's necessary for a good game

Base Damage Types

Pierce (common)

Blunt (common)

Smash (rare)

Barrage (epic)

Mass (common)

True (legendary)

Reverse (mythical)

Heal (uncommon)

Basic (common)

Elemental / State Damage Types

Acidic (epic)

Heat (rare)

Freeze (rare)

Electric (epic)

Radioactive (legendary)

Primary Combo Damage Types

Burst (Freeze + Base)

Create (Barrage + Elemental)

Last (True + Barrage)

Sharp (Barrage + Pierce)

Gooey (Acidic + Heat)

Jelly (Gooey + Sharp)

Scarring (Mass + Heat)

Light (Heat + Electric)

Dark (Freeze + Create)

Fusion (Radioactive + Create)

Miss (Basic + Reverse)

Primary Heal Types

Restoration (heal + mass)

Elixir (heal + create)

Life (heal + heat)

Panacea (heal + true)

Rest (heal + basic)

Neorestoration (heal + scarring)

Therapy (heal+radioactive)

Advanced Combo Damage Types

Destructive (Scarring + Dark)

Holy (Scarring + Burst)

Evolution (Fusion + Light)

Tri-Combo Damage Types

Divine (Scarring + Jelly + Light)

Demonic (Gooey + Create + Destructive)

Matter (Divine + Demonic + True)

Transcendence (Evolution + Matter + Barrage)

Absolute (Reverse + True) *instead of a guaranteed hit, it's a guaranteed critical hit

OHKO (Round End) Damage Types

Critical (Transcendence + Absolute + Evolution + Fusion + Radioactive)

Brutality ([Heal + Miss + Divine] × Reverse)

Death (Battle Win) Damage Type

Winner (Critical + Brutality + Evolution)

Three rounds, each win grants one point. 5 minutes for each round, if neither does upon the round ending no one is granted points.

Pity system:

1/100 for rare

1/1000 for epic

1/10000 for legendary

1/100000 for mythic.

Can use as many damage types, just click a button. There's no cooldown. RNG-driven game.

Chance of getting a rare+ damage type drops by 1% every click, however restores to 100% if the button is not pressed for a second or more. If the button is not pressed for 3 seconds, the chance of getting a rare+ damage type is increased by 100%, and this continues so on. If clicked after 3+ seconds, the first rule applies, but you can still attain 100% continuously if you wait for 3 seconds, therefore, both the first and second rule work in harmony. Just to clarify, if you use the second rule and then apply the first rule, the chance doesn't go down to 100%, but stays 200%, continuously going down by 10% every click if you're above 100%. If you wait 3 seconds more at 190%, you will have 290%. There is no cap multiplier for waiting. Have fun.

Also, rarity %=

common = 35%

uncommon = 25%

rare = 28%

epic = 9%

legendary= 2%

mythic = 1%

If your rare% is ≤100% you lose 1% every click.

reddit.com
u/Gravityfallsthebest — 8 days ago