Angrymals Whitepaper
  • Angrymals: aim, smash, repeat
  • Background
    • Play to Earn Gaming
    • Current Play-to-Earn Ecosystem
    • Traditional Gaming Market
    • Case Study: Angry Birds and Worms
    • Summary
  • Introduction
  • Game Mechanics
    • Basic Gameplay
    • Advanced Mechanics
    • Fortress Designs
    • Bazaar
    • Weapons
    • Races and Personalities
  • Game Modes
    • Arena
    • Ranked
    • Missions
  • Friends and Communications
  • Game Economy
    • Resource Summary Table
  • Play To Earn (P2E) Ecosystem
    • Source of Tokens
    • Use of Tokens
    • Play To Earn Gameplay Loop
    • Token Economy
    • Chaos Chests
    • Treasury
    • Staking
    • Governance and Voting
  • NFTs
    • Overview
    • Rarity Tiers
    • Standard Items vs Blockchain NFTs
  • Tokenomics
    • Tokenomics Information
  • Team
  • Release Roadmap
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  1. Game Mechanics

Advanced Mechanics

PreviousBasic GameplayNextFortress Designs

Last updated 3 years ago

Whilst the basics of the game is easy enough for the casual player to quickly pick it up and start having fun, there is sufficient depth beyond the basic gameplay to reward more advanced players and encourage more competitive styles of play. This includes:

  • Different Angrymal races with different special abilities

  • High angle shots dealing more damage

  • Placing precision shots through broken cover to deal damage to Angrymals directly

  • Headshots dealing more damage to Angrymals

  • Different weapons choices balanced between reload time and damage

  • DoT effects like setting environments on fire, and electric shocks being conducted by certain types of building material

  • Designing customized fortressed to maximise protection