Features
The best way to test script features is to try out our demo application »
Basic
- Two types of currencies – basic (Gold) and VIP (Gems)
- Five user attributes – attack, defence, health, energy, stamina
- Health, energy, and stamina get restored by time
- Users gain experience and receive new levels while playing
Missions
- missions are grouped to sets which are locked until user reaches required level
- configurable success chance and number of wins required to complete the missions
- configurable text messages on mission success, failure, and completion
- configurable requirements – energy, items, character attributes, alliance size, etc. (see Flexible Requirements)
- configurable payouts – experience, money, items, etc. (see Flexible Payouts)
- mastery levels – you can allow user to complete mission several times and get different reward on each level
- missions can be chained – you can make mission invisible until user finishes another one
- users can ask friends to help with the mission by publishing story to their Facebook feed. When someone clicks a link in the feed story both players receive reward
Monsters
- players can attack different kind of monsters
- each monster type has its own set of attributes, health, damage
- users can invite their friends to fight with a monster
- active monster fighters receive a reward after killing the monster (defined with Flexible Payouts)
- monster fights are limited by time
Fight
- users can attack other players with the same or higher level (level range is configurable)
- every alliance member uses its own weapon, armor, etc
- balanced fighting system that considers user attributes, equipment, and alliance
- configurable timeout between attacks when user defeats the opponent
- configurable weakness level – user cannot fight when his health becomes lower than defined value
- users can respond when someone attacks them
- configurable amount of money that can bee looted in the fight
- users can ask friends to attack someone by publishing story to the Feed. When someone clicks a link in the feed story he attacks pointed victim. If attack succeeds both players receive money and experience.
- players can add each other to hitlist and gain reward by killing people in the hitlist
Shop & Inventory
- items are grouped to a configurable set of categories
- items can be hidden until user reaches required level
- items can be purchased for basic and VIP money
- configurable attack and defence values for each item
- configurable item availability – some items can be purchased in the Shop while others are available only in missions or can be received as gifts
- users can manually equip their items
- some items can be marked as ‘special’ – they’ll be highlighted
- items can be marked as usable to create health potions, energy packs, or chests with configurable set of effects (uses Flexible Payouts mechanizm)
- configurable sell price, a possibility to sell the item is also configurable
- limited sale – you can define an amount of copies to sell or set time limit for item sale
Collections
- players can collect a set of items to get a reward
- admins can create unlimited number of collections
- collection rewards are configurable using Flexible Payouts
- users can ask their friends to give them missing collection items
Properties
- users can purchase properties to get income
- property types can be hidden until user reaches required level
- configurable property availability – some property types can be purchase while others are available only in missions
- properties can be purchased for basic and VIP money
- configurable property income
- configurable inflation – property price can be increased with every purchase
- configurable purchase limits for every property type (and globally)
Alliance
- users can recruit friends to join their alliance using Facebook invitations or using their invitation link
- users can promote their friends to positions to get additional bonuses – money increase, attack, defence, etc.
- alliance size defines how many items the player can use in the fight
- users can hire mercenaries to increase their alliance power (see VIP Services)
- users get a reminder to invite their friends every 48 hours (configurable)
Rating
- users can see their position in global player rating
- configurable top player limit
Bank
- users can put their money to the bank to save them from attack
- configurable deposit fee
Character Profile
- personalized stats – fights, missions, attributes, titles
- user can spend upgrade points to increase attributes
- profile wall – other players can post personal messages to character’s profile
- character items and properties are displayed at the profile page
VIP Services
- several VIP services – buy upgrade points, buy basic money, hire mercenary (1 additional member to alliance), refill health, energy, and stamina
- configurable prices for all services
- built-in support of Facebook Credits and TrialPay
Gifts
- users can send items marked as ‘gift’ to their friends
- users get gifting invitation every 48 hours (configurable)
- best available items are automatically selected depending on user level
- users can send gifts to their alliance or their friends who’s not in the game yet
- every gift can be received only once per every 24 hours, all gift receipts are tracked
Flexible requirement system
- wide range of available requirement types – level, item, alliance size, attributes, etc.
- requirements can be stacked
- unsatisfied requirements are highlighted
Flexible payout system
- payouts can be positive (give something to user) or negative (take something from user)
- wide range of available payout types – money, VIP money, items, mercenary, property, attributes, etc.
- payouts can be given on different events – success, failure, complete
- payouts can be stacked
- payout trigger chance is configurable
- payouts can be visible and hidden
Promotions
- you can create promotional links to give bonuses to your users
- each promotion link can be used only once, promotion receipts are tracked
- promotions can give payouts (see Flexible Payouts)
- promotions can be limited by time
- configurable message at promotion receipt (HTML markup is allowed)
- promotion links are secured by a random secret code
Tips
- tips are displayed randomly at every game page
- tips can include HTML markup to add links
Translations
- all game text labels are customizable
- you can translate the game to any language that is compatible with UTF-8 encoding
Assets
- all design images can be changed using admin interface
- assets can be referenced in stylesheets to allow fast asset replacement. For example, you can change icons and logos without editing the stylesheet
Configuration
- all constants that are used in the game are customizable
- game params can be changed using admin interface without editing source code