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.