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Mini Apps Competition

189 members • Free

7 contributions to Mini Apps Competition
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. ─── #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 ─── #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. ─── #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. ─── #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.
Hey everyone! Here's a quick update, I make a game for mini app
1 like • Jun 14
@Carlos Sanchez demo public will live soon on next week after all fiture works with no bug, for now is still tested private by my comunity around 10-15 taster test every update
1 like • Jun 18
@Yasmine Romdhane yeah, this competition bring my lock in era back, xd
skill-based leaderboard with a player-funded NIM prize pool ?
Hi team! I'm building a Mini App for the competition and want to validate one mechanic before I build it out. The game — NIMBLADE: a single-player roguelite. Core combat is rock-paper-scissors, but layered with deckbuilding, relics, resource management and branching paths — so winning a run is about strategy, not luck. Built on the Mini Apps Framework, NIM-integrated. The mechanic I want to validate — "Weekly Gauntlet": - Every week, ALL players get the SAME RNG seed → identical monsters, relic offers and events for everyone. Randomness is equalized, so the only variable is player skill. - Players buy a Gauntlet entry with NIM (this is the core wallet/transaction integration). - All entries form a prize pool. The highest-scoring players (deterministic score: floor reached × HP + gold, ties broken by fewest turns) split the pool. - The pool is funded entirely by players, not by Nimiq. (Open to alternatives here — e.g. if Nimiq offers a reward pool for players to earn from, happy to adapt.) My question: Your Ideas page lists "Rock Paper Scissors — play with NIM stakes" and "Trivia — bet NIM, winner takes the pot," so I assume skill-based pools are welcome. Since my game equalizes RNG via a shared seed (outcome determined by skill, not chance), would this leaderboard + player-funded NIM prize pool be compliant with the "no gambling / games of chance" rule? And if winners are paid out in real NIM, is anything extra required on my side (e.g. KYC, geo-restrictions)? Would really appreciate an official confirmation before I build it out 🙏
0 likes • Jun 17
@Mini Apps Competition thanks for the answer. any recommendation what should I add for the player so they can enjoy or even earn something on my game?
1 like • Jun 18
@Yasmine Romdhane yeah, i change those stuff haha
My prediction who will win the $10k. (Marketer + Builder = 🏆)
My prediction 🤩 The winner of the $10k Mini Apps Competition will be a power-couple. 🏆 1. One Marketer 2. One Developer The developer builds a mini app that's fast, clean, and solves a real problem. They ship features that make judges say "how did they do that in 4 weeks?" The marketer gets it in front of real users and tells a story the community can't ignore. They turn a great product into a movement with traction you can actually measure. If you're a developer, find yourself a marketer who knows how to make people care. If you're a marketer, find yourself a developer who can build anything. That duo will maximize points across every scoring category and walk away with the $10k. Who's looking for their other half? Drop it in the comments 👇 Do you agree or disagree?
Poll
10 members have voted
My prediction who will win the $10k. (Marketer + Builder = 🏆)
2 likes • Jun 17
agree with this, but im still doing all myself 😭
2 likes • Jun 6
@Christopher Okunade yess sir, those is 4 class in my game each using sword.staff.axe.spear
1 like • Jun 12
@Josue Azofeifa actually i change manny stufff. will update more soon
Show of your idea
I am building a PvP game based on Rock-Paper-Scissors mechanics. Instead of making it a simple luck-based game, I'm designing it to be more skill-based through strategy, prediction, weapon passives, and ultimate abilities. Progress Update ⚔️ The core combat system is now implemented with 4 unique weapons, each featuring its own Passive Ability and Ultimate Skill to create different playstyles and strategies. Weapons currently available: ⚔️ Sword – Momentum stacking & Blade Rush 🪓 Axe – Critical strikes & Berserk mode 🔱 Spear – Prediction-based counter gameplay 🧙 Staff – Healing, sustain, and buff removal Combat is based on a Rock-Paper-Scissors style system: 🛡 Guard beats Slash ⚔️ Slash beats Counter ⚡ Counter beats Guard Counter victories deal higher base damage, while weapon passives and ultimates can dramatically change the outcome of each round. Next step: polishing battle flow, matchmaking, and Nimiq Mini App integration. ---wish me luck, im just using claude lol ;v
Show of your idea
1 like • Jun 8
@Mini Apps Competition yeah i changing lot of things right now
2 likes • Jun 8
@Jens Bernhardt yeah mate, have a bunch of idea, now i change some stuff to remove point 2-3 on what im building right now, thanks for the answer btw
1-7 of 7
Murid Os
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@murid-os-5831
buildoorrr https://x.com/muridnation_

Active 15d ago
Joined Jun 3, 2026
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