Game guide
RimPark.gg is a battle royale game that combines MOBA-style mechanics with eight unique characters, each with their own abilities. Players can compete solo or in teams, with PvP rankings determined by the Glicko-2 system.
Alone in the wild, your only mission is to survive. Scavenge for supplies, learn vital skills, and prepare to confront others caught in the same situation. Fighting is a gamble for power - gain an edge, or bleed out trying. When the forest erupts in a final firestorm, the shrinking safe zone forces the last survivors into a showdown. Only one will escape.
Glossary
- Rangers: Human players
- Guardians: Game units (animals) controlled by players. Currently there are 8 of them: Luduan, Fiadh Ruadh (deers), Eey, Hairikko (moose), Zuzu, King Georges (rabbits), Okami, and Shok (wolves).
- Pregame: Player's journey from choosing a mode (Play Teams or Play Solo) to entering the core action phase of the game.
- Teams Lobby: The Lobby has an ID that can be shared with other Rangers via an URL so they can join the same group. Only the leader can start which takes it to the matchmaking queue.
- Solo play: The Ranger is taken directly to the matchmaking queue. The gameplay is free-for-all.
- Matchmaking queue: The role of the matchmaking queue is to fill the missing Rangers for the Teams and Solo game modes. Each game needs exactly 8 Rangers. The algorithm matches Rangers with similar geographical location to minimize lag and similar Glicko2 ratings. In case no one is found in reasonable time, the matchmaking queue fills with AIs gradually. New Rangers joining the queue will remove the previously added AIs in the hope that Rangers will match with other Rangers. Once the slots are filled, Rangers are then taken to the Locker.
- Locker: Each player has up to 45 seconds to choose a Guardian, Gear and Skin. The action phase starts when all Rangers players lock in or when there is no time left. If no guardian is selected before the deadline one will be chosen randomly. It's guaranteed that at least 2 guardians are free to play every week.
Game Controls
Note: The action phase is using the pointer capture browser technology, which means that the mouse pointer will be confined to the browser window. In order to exit the pointer capture state press ESC (browser dependent).- Left Mouse Click: Command to move to a specific position. If the destination is a plant, the command is to eat it, if the destination is an enemy guardian the command is to attack.
- S: Stop command. Stop works with interruptible actions like when moving around.
- C: Camera Lock. By default the camera follows the guardian position. Pressing C toggles this control and allows rangers to set the camera position by panning. To pan move the pointer to the edges of he screen.
- Shift: Activates first special ability.
- Q: Activates second special ability.
- 1-5: Upgrades passive skill.
- 6,7: Upgrades special ability.
Game Round
A map with an island is randomly generated and your character is placed in a spawning point. There are as many spawning points as players.
After a certain fixed time, a fire starts from the island perimeter and burns inward forcing Rangers to converge. The fire is dangerous and decreases your health. The map is also inhabited by mountain lions which are placed at various times and they chase you if you get in range. You can choose to fight them but they are tough to beat. When a normal mountain lion is killed, all other mountain lions get stronger.
A spawning point is a point on the island perimeter that is at a certain distance from the other spawning points. Spawning points are chosen in this way to prevent players from camping and force players to converge inwards. This happens because the fire starts on the island perimeter.
Note: Players are still in a game round even if you close the browser window. To rejoin, simply navigate back to the game URL.
Hunger
After a certain time without eating, and depending on the guardian the health will start decreasing by a small percent every second. Mountain lions are immune to it. It stops when the player reaches 1 or if the guardian is fed.
Burning
While in the fire your health decreases every second. The longer you stay in fire the higher the decreases. When your health reaches 0, your character dies and is removed from the game.
Plants
The first wave of plants of all types are spawned shortly after guardians are spawned. After this, more waves of plants are spawned at different time intervals. The distribution of plants on the map depends on their type (see below).
Life Cycle
All plants go through a life cycle consisting of 4 different stages. Each stage has a distinctive animation. In the first stage plants spawn then grow to the final size. During the second stage plants are ripe and a glow is displayed around the plant mesh. As the plant progresses to the third stage an icon of a stopwatch is overlaid near the ripe bush counting down the last few seconds before the plant withers. In the last stage the bush gets a brown color and disintegrates.
Kinds
Herbs: This type of plant heals for the least amount and it's the most common. It heals for a small percentage of max health per plant. Map Distribution: uniform on non forested areas.
Blueberries: They are rarer than herbs but they heal for a medium percentage of max health per plant and give most wisdom.
Pecans: They are the most calorie dense, hence they heal the highest percentage of max health per plant.
Note: Blueberries and Pecans are spawned in clusters. Clusters are distributed in forested areas and are guarded by Mountain Lions. Currently there are 3 clusters of higher value food on the map.Skill Points
When your character levels up, you earn one skill point. To level up, you need to accumulate wisdom by eating plants or killing other players.
Passive Skills
- Attack Damage: is a numeric value that specifies how much damage a deer makes when attacking or using special abilities. For example if a deer has an attack damage of 10 and performs an attack action on another deer the outbound damage is 10.
- Armor: is a numeric value. The incoming damage is multiplied by 10/(10 + armor). When an action that produces outbound damage is performed, the health of the target decreases by incoming damage amount. For example if a deer with attack damage 10 successfully performs the attack action on another deer with armor 10, the incoming damage will be 5. Using the above formula makes stacking armor less effective, I.E. The first 10 points in armor block more damage than the following 10 points.
- Hit Speed: is a numeric value. Determines how many attack actions per second a deer can perform.
- Movement Speed: is a numeric value. Determines how many map units a deer can move per second.
- Max Health: is a numeric value that determines the maximum amount of hitpoints.
Additional Character Attributes
- Health: Is a numeric value that specifies the current amount of hitpoints. For example your character can have Max Health of 120 and health of 60.
- Wisdom: is a numeric value that indicates how much progress you have made in this game round. When reaching certain amounts your character levels up.
Basic Actions
- Attack: The attack action is triggered when a player clicks on an enemy. The character first walks in range of the target then starts an animation that takes 1/Hit Speed seconds. The animation can only start when the target is in range, otherwise this action is similar to a move command. At the middle of the animation, damage is applied to the target enemy. During the attack animation, the player cannot perform other actions.
- Eat: If a player attacks a plant it will perform the eat action instead. Plants have different growing stages and it only heals when it's ripe, a state that will be visually indicated with an effect/icon. A player has to precisely time the action to get the benefits. The eat animation has the same timing as the attack so upgrading hit speed benefits both. If you perform the eat action when the plant is ready you get health points back after the eat animation is completed. If you eat a plant which is not ready the plant disappears and you get nothing. Eating a plant also gives you wisdom and it depends on the plant type and growing stage.
- Move: A player can right-click on the map to move where they want to go. The pathfinding algorithm will determine the shortest path to get to the destination point.
Special Abilities
Each Guardian has 2 special abilities. They range from summoning other guardians to jumping over unpassable gaps and can be used to play the game competitively.
- Sprint (Luduan): When you hold down Shift, Luduan's Movement Speed increases to 8/8.8/9.6/12 while the Hunger Damage she endures increases by 16/14/12/10 % per second. Sprint deactivates automatically when Luduan reaches 1 health. Cooldown: 17/13/9/6 sec.
- Sidebounce (Luduan): Upon pressing Q or E, Luduan leaps to either her left or right side, respectively. If an attack is landed within 2 sec after jumping it will deal 3/4/5/7 x Attack Damage. Cooldown: 24/20/17/14 sec.
- Invigorate (Eey): Eey lies down for 3 sec and is Healed for 4/6/8/12 % per second over 4 sec multiplied by 1/1.5/1.6/1.7/2.2 x of his Max Health level. During healing, Eey has 200/210/220/320 % Armor. Cooldown: 40/36/32/28 sec.
- Counterblow (Eey): Cancels the incoming attack, deals 125% of that damage value to the enemy and an extra bonus of 80/100/120/200 + 225% of Eey's Attack Damage. Counterblow needs to be triggered less than 1 second before the incoming attack would land. Cooldown: 22/18/16/14 sec.
- Whirlwind (Fiadh Ruadh): Fiadh leaps 8 map units in the direction of the player's pointer where he starts spinning in a circle, dealing 150/200/250/400 + 100% own Attack Damage to all enemies within the spin range. Cooldown: 23/20/17/14 sec.
- Dash (Fiadh Ruadh): Fiadh dashes forward dealing 100/125/150/250 + 50% own Attack Damage to up to 4 enemies. Cooldown: 15sec.
- Ricochet (Zuzu): Zuzu throws his bouncing ball at the closest enemy within a range of 12 map units that deals 100/130/160/260 + 60% Attack Damage. The ball then bounces between other enemies that are within 10 map units of each other. Each enemy can only be hit once by the same projectile. Additionally it temporarily reduces their Armor by 10/20/30/40 % after the damage is applied, for 4 sec. Cooldown: 29/23/18/15 sec.
- Enchant (Zuzu): Zuzu bewitches a selected enemy within a range of 10 map units, dealing 145 True Damage and Stunning them for 1.8/2.5/3.2/3.9 sec. Cooldown: 18/16/13/10 sec.
- Fireproof (Hairikko): Upon activation, Hairikko will be able to walk through the burnt map areas without getting damage and increases his Movement Speed by 0/10/20/40 % for 3/6/9/15 sec. Cooldown: 20 sec.
- Baby Boomer (Hairikko): Hairikko thrusts a bananarang in the direction of the player's pointer dealing 50/80/110/140 Attack Damage multiplied by Hairikko's current Hit Speed (capped at 1.8x) multiplied again by (the number of previously hit enemies + 1), to all enemies in its path. If Hairikko has less life than the enemy it stuns them otherwise it slows them by 70%. The stun or slow effect lasts 1.5/1.8/2.1/3 sec. Cooldown: 16/14/12/10 sec.
- Smoke Screen (King Georges): Upon activation, King Georges becomes invisible to his enemies for 10 sec and cannot be targeted by them. While invisible King Georges also gains 0/10/20/30 % Movement Speed. Attacking will reveal his position and the attack dealt while invisible will deal 120/140/160/230 % Attack Damage to his enemy along with a 0.8/0.9/1/1.8 sec Stun. Cooldown: 27/24/21/18 sec.
- Gardener (King Georges): King Georges seeds the earth with
3 Herbs
2 Herbs and 1 Blueberry
2 Blueberries
2 Blueberries and 1 Pecan
that only he and his allies can consume. These plants are also ripening 2x faster than the other ones. Cooldown: 27/24/21/18 sec. - Life Steal (Okami): While active, for each attack that she does, Okami gains Health back. The value is 10/20/30/40 % + extra 0/20/25/30/50 % per Armor level of that Attack Damage, for a duration of 12 sec. Cooldown: 20/18/16/14 sec.
- Young Blood (Okami): Okami temporarily spawns 1/2/3/3 of her pups around her that have 3 upgrades in Movement Speed, 1/2/3/4 upgrades in Hit Speed, and 0/0/0/2 upgrades in Attack Damage. After 10 sec the pups start to fade away. Cooldown: 60/55/50/45 sec.
- Sibling Spirit (Shok): Upon activation, the ghost of Shok's twin sister materializes next to him with all passive skills upgrades as Shok, up to Sibling spirit upgrade level. For example, 3 Attack Damage upgrades and level 1 Sibling Spirit, the ghost will get 1 Attack Damage upgrades. The ghost fades away after 10s. Cooldown: 60/55/50/45 sec.
- Piercing Crystal (Shok): Shok fires an ice shard within a range of 10 map units towards the selected enemy, dealing 80/100/120/200 True Damage and slowing them for 1.5/2/2.5/4 sec. Movement Speed is slowed by 60/65/70/75 % and Hit Speed by 10/20/30/40 %. Cooldown: 16/14/11/8 sec.
Minimap
The minimap is a UI element of the HUD that shows an abstract, world-oriented view of the playing field at a smaller scale, its points of interest and view frustum. Its main goal of the minimap is to help orient the Ranger during the action phase and to help them reach points of interest.