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    Starting at$199

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
 
 
© Alex V. Dmitriev, 2010-2012