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
Powered by GitBook
On this page
  1. Game Mechanics

Basic Gameplay

PreviousGame MechanicsNextAdvanced Mechanics

Last updated 3 years ago

Angrymals is a PvP turn-based action game played 1v1 between two players. Base mechanics are very simple, taking inspiration from Angry Birds which should allow players to easily learn and play the game quickly.

Each team has three animals. The goal is to reduce the other team’s animal’s HP to zero. Players create their own fortresses to put the animals in, and they take turns shooting at each other with weapons, breaking down the fortress and damaging the animals.

Players drag and release to aim and shoot weapons like Angry Birds. Shots first destroy the cover / building that the animals are in, before damaging the animal, and when structures collapse on top of animals, they take additional damage.

The game ends when the HP of all three animals in one team has been reduced to zero, resulting in a victory to the other team.