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5 contributions to Mini Apps Competition
Who do you think should win? 👀
Okayyy I know some of us are getting impatient for the results 😂 So while we wait… who do YOU think should win Cycle 2? 🏆 Only rule is that you can’t pick your own mini app😂 Drop the Mini App that most impressed you below and tag the builder! Let’s show each other some love while we wait 🙌
0 likes • 1d
You should check out Nimiq Treasure Hunt
🎤 How did you spend your weekend?
142 Mini Apps are under review and the wait is almost over. While the Community Council works through your submissions, we want to know how you spent the weekend. Were you making some last improvements to your Cycle 2 submission, planning what you want to build for Cycle 3, or taking some time away from the screen entirely? Let us know in the comments, and stay close for the next announcement.
0 likes • 1d
i basically shipped this game world overhaul over the weekend
we just hit 50 real players on NimHunt in our first week live 🎉
one week ago, NimHunt was basically an experiment: can i make a small onchain game people actually come back to play instead of another crypto app where the blockchain is the whole personality? today, we just crossed 50 real gamers not 50 wallets created for an airdrop, not 50 people clicking through a demo once, but rather 50 people actually showing up to hunt, explore Angkor, collect gems, open chests, survive runs and compete for NIM. ngl, that’s a pretty cool milestone for me. especially because while people have been playing, I’ve basically been rebuilding the foundation underneath NimHunt at the same time. over the last few days we went through a full production pass. the biggest change is that NimHunt is slowly becoming less of a wallet playing a game and more of an actual game that happens to use Nimiq underneath. a timeline collapse of what i shipped: > adventurer identity wallets are still the secure ownership layer, but players now have an actual identity inside nimhunt. unique adventurer names, profiles, server-backed identity, persistent stats and a proper separation between who owns the account and who you are in the game. > onboarding & adventurer profiles new players can create their adventurer, pick from the 20 avatars we added across common → mythic rarities, and returning players can recover their historical gameplay stats. practice also stays open without forcing people through the full reward/wallet flow. > public identity & hall of heroes the leaderboard just stopped feeling like a block explorer instead of identifying everyone by wallet addresses, nimhunt can now show adventurer names, avatars, profiles and real gameplay reputation. > allies we added the first actual social layer. you can add other adventurers, accept requests, build an allies list, remove people and block when needed. no chat/global feed yet. just a small foundation I can build actual multiplayer/social mechanics on later. > bank, settings, & navigation treasure bank finally became its own proper part of the game instead of being scattered around different screens.
we just hit 50 real players on NimHunt in our first week live 🎉
1 like • 2d
best feedback i have gotten and would add this to the list of things to work on and improve. i just shipped some improvements recently can you test it out and let me know if you still have the same issues with the d-pad? i'm testing it on an iphone 14pro and it doesn't need you to scroll to make use of the dpad anymore
1 like • 1d
@Francois Bradette yayyyyyy enjoy mate! hahaha love the new game world? and there are like new additions, new enemies and a boss fight at every stage 3 too will ship a fullscreen mode in the coming days for those who want a more widened and stretched view but for now this is okay i guess
Pushed improved game world updates and treasure changes on NimHunt
finally done with most of the things i talked about for nimhunt and it looks way better now. the biggest thing was rebuilding angkor into an actual game world instead of having everything feel like one flat room. all 3 missions now have 3 proper stages each. gem runner takes you from the outer ruins to the overgrown temple and finally to the inner sanctuary, with the anaconda waiting at the end. chest hunter became way more exploration/puzzle focused across the lost courtyard, forgotten galleries and royal treasury. and vault breaker now goes from the temple approach to the ancient mechanism and then to the inner vault, where the final boss is this massive golem you literally have to bait into smashing the vault open for you xD. i also redid a lot of the actual world itself. deeper temple layouts, walls that finally feel like they have height, tighter corridors, more environmental puzzles, boulders, keys, traps, wildlife, mechanisms, better item visibility, better camera movement… basically the game feels much less like tiles on a board now. then while actually playing it on my phone i caught another funny one. the longer I played, the more my d-pad slowly moved off the screen until the bottom button was basically gone by stage III. fixed that too. controls are centered now, locked properly into the mobile viewport and won’t get pushed away by longer objectives / browser chrome. also replaced the plain HP number with a 4-bar health meter that goes green → yellow → orange → red as you take damage. andddd i noticed there was a mistake in how my agent calculated the reward economy. i meant 1,000 $NIM per winner, but it treated the 1,000 NIM like the entire daily pool and tried to split it between 69 people. anyways sorted that out and decided to make the treasures scarcer while i was there. 69 daily treasures → 7. 1,000 $NIM each. first 7 people to secure one each day get rewarded.
Pushed improved game world updates and treasure changes on NimHunt
0 likes • 2d
play now --> https://nimpay.app/miniapps/open/nimhunt.vercel.app
I built NimHunt - a daily treasure adventure inside Nimiq Pay
I’ve been heads down building my submission for the Nimiq Mini Apps Competition and it’s finally live. It’s called NimHunt. The idea started with one question: what would make someone open Nimiq Pay even when they had no transaction to make? Most wallets are places you visit to send, receive, swap or check a balance. Then you leave. I wanted to see if a wallet could also become somewhere people return to simply because there’s something fun to do. So I built a daily skill-based treasure adventure directly inside Nimiq Pay. Every day you get 3 expeditions. You can choose between: 💎 Gem Runner - Collect 6 gems and survive. 📦 Chest Hunter - Open 4 chests and survive. 🔐 Vault Breaker - Find the Temple Key, unlock the ruins and reach the Vault alive. Right now the first playable world is Angkor Ruins. Inside the game there are: → gems → chests → spikes → poison → Goblins → HP → pushable boulders → keys + gates → different daily room variants → puzzles → streaks → leaderboards → real NIM treasure But I also wanted the Nimiq integration actually to matter. Starting a reward expedition is authorised by your Nimiq Pay wallet. While you play, your actions are checkpointed. And when you finish, the browser does NOT get to tell the backend: “I won.” The server independently replays the expedition and reconstructs what happened — movement, HP, gems, chests, keys, gates and the final objective. Only a valid run can become reward-eligible. Then Nimiq Pay comes back in at the moment it actually makes sense: you sign the reward claim and seal the treasure. So the flow is basically: play → complete a skill mission → server verifies the run → sign with Nimiq Pay → reserve the treasure → NIM settlement Random chest loot never decides whether you earn NIM. That part was really important to me. I also built: - Treasure Bank See rewards that are secured, processing or delivered. - Hall of Heroes Monthly rankings based on verified gameplay. There are currently categories like:
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I built NimHunt - a daily treasure adventure inside Nimiq Pay
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Endurance Udoh
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