Money Wars
I’ve been sitting on an idea for a new Miniblox minigame called Money Wars, and I wanted to throw the idea out there. I honestly think this could be a really fun addition to Miniblox. I’ve had the idea in my head for a while, and while I don’t have the development skills to build all the game logic, systems, and maps myself, I do have a pretty good idea of how I’d want the game to play and feel. The Main Idea Money Wars would be a fast-paced, high-stakes team game focused on defending your base, controlling resources, upgrading your team, and attacking other teams. It takes some inspiration from the classic Egg Wars-style formula, but I want Money Wars to have its own identity. I don’t want players to just sit on their island collecting resources the entire game. There should always be a reason to move out, take risks, fight over resources, and make plays. The maps would also be a big part of the experience. I’m imagining maps like: Medieval Citadel — A massive ruined fortress with broken walls, narrow stone bridges, towers, and dangerous paths over the void. Zenith Sky-Port — A futuristic floating city with glass pathways, high platforms, and a huge central arena. Ancient Temple — An overgrown temple covered in vines and ruins, with tight pathways and areas where it’s easy to lose sight of an enemy. I want each map to actually feel different and have its own strategies instead of just being the same map with a different theme. The 4 Resource Tiers The economy would have four main resources, with each one becoming more valuable as the game progresses: Iron — The basic resource used for blocks, starter tools, and early-game equipment. Gold — Used for stronger equipment, bows, and other mid-game items. Diamonds — Found on the outer islands and used for permanent team upgrades such as Sharpness and Protection. Emeralds — The rarest resource. They would only spawn in the center of the map and would be used for powerful items like Golden Apples and Ender Pearls. This would give players a reason to leave their base. If you want the best upgrades and items, you have to actually go out and fight for them. Protect & Siege Every team would start on a fortified base island with a Core. As long as your Core is still intact, your team can keep respawning. Once the Core is destroyed, though, you're on your last life. From that point on, every death becomes permanent. That creates a really cool shift in the match. A team might be completely comfortable early on, but once their Core gets destroyed, suddenly every fight matters. You could have one player staying behind to defend, another collecting diamonds, and the other two pushing toward the center. Sentry Spawners Another mechanic I think could be really fun is Sentry Spawners. Teams could spend resources to deploy Iron Golems around their base to help defend it. This gives teams another defensive option while their players are out fighting for diamonds and emeralds. It also creates another decision for teams: Do we spend our resources on gear? Upgrade the team? Strengthen our defenses? Or save everything for a big push? I think those kinds of choices would make every match play out differently. Map Layout The basic map structure would use a hub-and-spoke design. Each team has its own fortified base island, which acts as the hub. From there, bridges connect to resource islands, diamond generators, and eventually the large central arena where the most valuable resources are located. The center should feel dangerous but worth fighting over. If you control it, you have access to the best resources, but you also become a huge target for everyone else. The Goal At the end of the day, I want Money Wars to be easy to understand but have enough depth that experienced players can really get good at it. The basic idea should be simple: Protect your Core → Gather resources → Upgrade → Fight → Destroy the other teams. But the actual matches should be unpredictable. One game might be a slow defensive battle, while the next could turn into complete chaos within five minutes. I’m not expecting the first version to be perfect. I think the best way to build something like this would be to get a basic prototype working, playtest it, see what people actually enjoy, and then keep improving the maps, economy, combat, and balance. I really think Money Wars has the potential to be one of those Miniblox modes where you tell yourself you're only going to play one game, and then three hours later you're still playing. your one and only Winter_Cooler Winter_Cooler
