Hey everyone! Here's a quick update, I make a game for mini app
after commit to make a PvP Rock-Paper-Scissors (RPS), I changed the whole stuff, and somehow I just build a roguelite with RPS as the combat system. This is how the idea looks like :
⚔️ NIMBLADE - a roguelite dungeon crawler where every fight is built on Rock-Paper-Scissors — but with real depth and strategy.
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#Combat — RPS With Depth
Every turn, you and the enemy both pick an action:
SLASH → beats COUNTER
GUARD → beats SLASH
COUNTER → beats GUARD
Every round you get 20 energy, cap at 100 energy
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#On top of the 3 core actions, you have:
1.WILD STRIKE (40 energy) — Guaranteed damage that ignores RPS. You still take a hit, but at 50% reduced damage. Use it when you don't want to gamble.
2.READ (50 energy) — Study the enemy to reveal their TRUE intent (more on this below). Only 3 uses per run.
3.ULTIMATE (85-100 energy) — Powerful weapon-specific finisher. Charge it by winning RPS rounds.
Energy is the core resource that ties everything together — winning RPS isn't just about damage, it's about fueling your special abilities.
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#The Intent System
Before each turn, the enemy shows you an intent — what they're planning to do.
But they might be lying.
Every enemy has an honesty rate:
  • Normal enemies: ~80% honest — 1 in 5 intents is a feint
  • Elite enemies: ~60% honest — almost half their intents are fake
A feinted intent shows one action but the enemy actually does another. So you're always asking: "Do I trust this, or is it bait?"
How to deal with it:
  • READ — Spend 50 energy to reveal the enemy's TRUE intent. But you only get 3 per run, so use them when it matters most.
  • Learn their pattern — Most enemies follow a repeating attack cycle (e.g. SLASH → GUARD → COUNTER → repeat). Track the cycle and you can predict them even through feints.
  • Play the odds — 80% honest means the shown intent is usually real. Sometimes trusting it is the right call.
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#WEAPON
4 Weapons, 4 Playstyles
Before each run, pick your weapon class:
1.Sword — Balanced. Passive: Momentum — stack +1 dmg per win (up to +5). Ult: Blade Rush — 25 raw damage, ignores RPS.
2.Axe — Brute force. Passive: 10% crit chance for x2 dmg. Ult: Berserk — double damage for 2 turns, but take +50% hits.
3.Spear — Counter specialist. Passive: +2 dmg on Counter wins. Ult: Foresight — reveals the enemy's next 2 TRUE intents.
4.Staff — Sustain mage. Passive: heal +1 HP per win. Ult: Purify — heal 15 HP + restore energy. Cycle it endlessly.
*its might be a nerf/adjust on the future
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#Procedural Dungeon Map
Every run generates a fresh branching map — 9 floors with multiple paths to the boss. Each floor has up to 3 nodes, and the node types are randomized each run :
Combat — fight enemies for gold + relics
Elite — tougher enemies, better rewards
Shop — buy relics with gold
Campfire — rest to heal, or gamble for a buff
Treasure — free relic from a chest
Boss — chapter final fight
You pick which path to take at every fork. One run you might hit 2 shops and skip elites. Next run, you're forced through back-to-back elite fights with no campfire in sight. No two runs play the same.
Along the way, collect Relics — 31 unique items that bend the rules. Heal on crits, bonus gold on streaks, reflect damage, or even revive once per run.
More updates coming 🔥⚔️
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Murid Os
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Hey everyone! Here's a quick update, I make a game for mini app
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