♻️Core Gameplay Loop
Last updated
Last updated
Bounty Temple’s core gameplay loop consists of 2 aspects - the slot machine system and the building system. The main aim of the game is to raid other players’ villages to earn rewards, which can be used to build and level up your own village.
To raid a village, the player must spin the slot machine-styled BTM to determine the action they will take next, including attack, steal, shield, and more.
Slot machines (BTMs) have total Mana limit. Every spin uses 1 Mana and will perform 1 action. Different BTMs will have different Mana limits and cooldown rates. Rewards will be given when you complete the action given.
Common (Base BTM)
50
+1 mana every 12 mins
TBD
TBD
TBD
*Note: The values in the table are just examples - final values are yet to be determined.
The following table indicates the types of actions available to the player by spinning the BTM, as well as its weightage in the overall pool. Corresponding actions are taken when players land 3 of the same action icons in a row. If the player does not get 3 of the same action icons a row, no action will be taken.
Shield
15
Add +1 defence to your village
Steal
15
Steal other village’s gold
$GIA
5
Obtain 5x $GIA
Attack
15
Attack another village
Counter-Attack
10
Raid your previous 3 raiders
Mana
5
Add 10x Mana
Gold (Small)
10
Obtain 10,000 gold
Gold (Big)
10
Obtain 80,000 gold
Gold (Random)
10
Obtain a random amount of gold
None
5
Nothing happens
Note: The values in the table are just examples - final values are yet to be determined.
Leveling up your buildings will increase your gold multiplier, this increasing your earnings in the long run.
By default, each village with have 5 buildings. Each village will have 5 levels of upgrades to be unlocked. Once all buildings have reached the maximum level, the player will move to the next village. Each new village requires more gold to upgrade.
Player start with a Level 1 building (from tutorial), with a base MMR of 20.
Every time the player upgrades to the next village, they will have 1x default building 1 (level 1).
MMR will drop if all the buildings are destroyed.
Each building upgrade will increase MMR (total of all the max buildings will be 500 MMR) Example: Level 1 Building (MMR 20) > upgrade > Level 2 Building (MMR 40)
Repair cost will be 70% of the cost upgrade level. Example: Level 1 - 10,000 > repair cost > 70% = 7,000
Building 1
5
8
10
12
15
50
Building 2
8
11
15
18
23
75
Building 3
10
15
20
25
30
100
Building 4
12
19
25
31
38
125
Building 5
15
22
30
38
45
150
*Note: The values in the table are just examples - final values are yet to be determined.