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Game Mechanics Progressive Warioware Prof

Discussion in 'General Suggestions' started by Impzbot, Jun 30, 2026 at 8:05 PM.

  1. Impzbot

    Impzbot OST Enjoyer HERO

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    Minecraft:
    unique but extremely simple minigames played out in a little window for each type of gathering resource that become increasingly varied and complex as the player progresses through tiers in the game.
    featuring bad concept scribbles !


    Ingots: Click on the glittering stone repeatedly to unearth the ore.
    ingots.png
    Gems: Click on all of the stone pixels on top of the gem to unearth it. Clicking on the gem will damage it and fail.
    gem.png
    Planks: Position the mouse at the correct vertical position, then click to strike the cut mark on the tree.
    planks.png
    Paper: Click along the dotted line marked on the log to split the bark off. Straying too far from the line will fail the minigame.
    paper.png
    Grains: Water the crop repeatedly by clicking above it, then harvest when mature by clicking on it. Attempting to harvest it too soon will fail the minigame.
    grain.png
    String: Position the mouse at the correct horizontal position and click to cut the correct length of string. Cutting the incorrect length will fail the minigame.
    string.png
    Meat: Position the mouse on the fish and keep clicking it until it gets dragged to the surface. Failure if the fish escapes offscreen.
    meat.png
    Oil: Aim the fishing rod at the fish and fire to nab oil off of it somehow. Failure if the fishing rod misses.
    oil.png


    Progress Bar:
    Since the minigames are extremely short, it should be completed multiple times in a row to amount to one gather, filling up a bar like how the gathering nodes currently work. Completing a minigame would be about 2x as effective as a second passing in the current system to even out to about the same rate. Profession Speed bombs would double the power of completing a minigame. Perhaps progress should very slowly decay to encourage the fast paced warioware-esque gameplay in place of the usual timer.
    Refining Fail:
    In this system, refining fails would likely be removed, and the scenario where a node is consumed but only grants xp would be reserved for failing the minigame instead.


    Gathering Level Impact

    Gathering level very simply increases the effectiveness of successful interactions on the minigame's progress bar. Once a player is 20 levels over a certain resource (gathering copper at mining level 20 for example), the minigame will not play and it will instead be auto-completed.


    Resource Tier Impact
    Each tier of resource will increase the required amount of success points, akin to increasing the time needed in the current system, as well as have some specific focus on mixing up and ramping up the difficulty throughout all minigames:
    1-9: No change.
    10-19: There will be two, less difficult miniature targets, instead of the one.
    10.png
    20-29: The target in the minigame will be smaller or more precise.
    30-39: A sandstorm may obscure vision of the minigame for a few seconds.
    40-49: The minigame can be frozen, requiring you to shake your mouse to break free and continue.
    50-59: A reverse target will appear in the minigame and must be avoided to not fail.
    50.png
    60-69: Two targets will be present, but one is a decoy that grants nothing without failing the minigame.
    60.png
    70-79: Darkness may suddenly take hold, turning the target into a reverse target for a brief moment, telegraphs this prior.
    70.png
    80-89: The target may suddenly shift position, telegraphs this prior.
    80.png
    90-99: Many insignificant miniature reverse targets, themed like thorns and magma, will be present.
    90.png
    100-104: Gusts of wind will shake the minigame screen around.
    100.png
    105-109: Any of the prior gimmicks will randomly be present.
    110-114: A miniature target will defend the primary target, and must be completed first.
    110.png
    115-119: A chain of three miniature targets will appear back to back, instead of the one. Miniature reverse targets will appear alongside the newly appearing targets.
    115.png


    Tool Tier Impact:
    Tools still heavily impact the value of successful interactions like leveling, but also grants unique minigame bonuses:
    Wooden: Negates fail conditions.
    Stone: Makes targets larger or less precise.
    Copper: The tool will magnetize away from the mouse slightly and onto nearby targets.
    Bronze: Gives a second chance if a fail condition is met.
    Golden: Grants a glittering light around the mouse that combats the sandstorm visibility debuff.
    Iron: Simply clicking will end the freezing gimmick.
    Steel: The tool will hesitate the first time the player tries to click on a reverse target.
    Cobalt: Fake targets will shudder with this tool in hand.
    Diamond: Can score critical successes, granting double progress on the minigame progress bar.
    Molten: The first click will send a shockwave, hitting all targets and destroying all reverse targets in its wake.
    Void: If the progress bar is half full, the tool will automatically clear the next target.
    Dernic: Combines the effects of all prior tools except wooden.
    Titanium: A phantom tool will fire out and instantly clear the first miniature target.


    The big idea is that there doesn't need to be a big xp requirement change that might shake the crafting market in order to make it less of a snooze for everyone , you can just add more game to it ! Something meaningful to do that feels like actually progressing and getting better , facing bigger challenges and getting better tools to deal with those challenges
     

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