Meatmuffin presents
Meatmuffin presents
The Batting Game
About the game:
Summary: At the start of the game each player gets an ogre with unique abilities and a choice among 4 different rock enchants (more on that later). Once a player has his ogre established, he can control it and throw rocks at other players' ogres. Rocks fly slowly, but can be batted to a point-target direction with high speed. Rocks can be also enchanted. Reach 50 score points to win the game!
An ogre kill adds 3 points to the killing player and subtracts 1 point from the dying player.
Successful suicide grants no points.
Ogre abilities:
Throw Rock - Throws a rock at the targeted point from maximum 1200 range. The rock flies slowly and can be batted. When the rock reaches its destination, it explodes, damaging and knocking all units back.
Bat - Bats one nearby rock to the targeted point. Batted rocks fly multiple times faster and explode once the target is reached. If you bat a batted rock, it will explode, though batting a batted rock is extremely hard. Batted rocks can only collide with decoys, otherwise they will have to reach their destination or will have to be destroyed by batting (mentioned above).
Blink - Blinks to a targeted point to get in position to bat, trick opponents or evade an incoming rock.
Decoy - Places a decoy at the targeted point which lasts 10 seconds. A decoy can absorb 1 batted rock hit. If a batted rock hits a decoy, it explodes. If you rock hits your decoy, it will redirect the rock to the closest ogre.
Regrow - Regrows all trees in the targeted area. Cast range of 750.
Enchants:
Ignite Rocks - Ignites all rocks within 400 AoE of the caster. Ignited rocks fly faster, deal more damage and their knockback also deals damage.
Freeze Rocks - Freezes all rocks within 400 AoE of the caster. Frozen rocks fly slower, have a bigger AoE and upon explosion, slows nearby enemies.
Electrify Rocks - Electrifies all rocks within 400 AoE of the caster. Electrified rocks fly at normal speed, sending out an electrical charge every 0.1 second to a random unit in 1000 AoE, dealing minor damage.
Magnetize Rocks - Magnetizes all rocks within 400 AoE of the caster. Magnetized rocks fly at normal speed, pulling enemies towards it in a large AoE as it flies. Only a batted rock pulls enemies closer.
NOTE: Enchant choice is given out at the start of the game. Each death lets you re-select your enchant. You may select your enchant by walking on one of the orbs.
Modes
Rockfall (Activation: -rf (Only player red can activate this mode)):
Causes rocks to fall each 1/2 of a second at a random location in the map from 900 height. The rock will slowly fall and will appear transparent until 300 height, then the rock will lose transparency and will be able to be batted. Has all the mechanics of a normal rock.
Items
Items are a feature added in v1.06 version of The Batting Game. They have one charge and vanish after death so don't try to stack them up. Currently there are 4:
Fake Rock - Throws a fake rock to the targeted point. The rock behaves/acts/looks like a normal rock would, but it does not actually do anything. Use this to trick your enemies!
Nature's Attraction - Upon usage, grants the user a 5 second buff, which attracts nearby trees, sending healing projectiles towards the caster.
Illusion - upon usage, the next blink will spawn an exact copy of the ogre, which confuses foes.
Tree Shoes - upon usage, the next decoy cast will get the decoy movement speed and an automated nearby rock catching mechanic.
Playability
In my opinion, this game is pretty fun to play, can be replayed multiple times. Max player count is 8. If you get your friends to play, it can bring you a lot of fun and laughs.
Screenshots
Entire map view
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The start of the game & Selecting an enchant
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Batting a rock
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Rock explodes
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Enchanted rock explodes
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Author's notes
This map was created in ~12 hours in order not to overload myself and simply experiment in World Editor. I've had this idea for a while, never found the passion to do it. If you find bugs, want suggestions, or want to give feedback, please do so!
Changelog
v1.02b - Fixed a bug where your enchant disappeared when you died. Now it lets you re-select your enchant after each death.
- Batting a rock now gradually changes its height to 100.
v1.02c - Furtherly improved game performance.
v1.03 - Furtherly improved game performance.
- Increased Frozen Rock AoE (275 -> 375)
- Reduced all enchant cooldowns (10 -> 8)
- Now instead of dialog buttons, you may select your enchant by walking on the orb it is based on.
v1.03b - Fixed the ability of having two or more enchants at once.
v1.03c - Imported the v1.03b change (xD)
- Now the multiboard always shows all players
v1.04 - Radically improved the terrain, added trees, various special effects, cliffs with ramps and teleporters. Symetrized starting locations.
- Added a new ability - Regrow (see in the description)
- Now when an ogre dies, it drops an Essence of Blood, which, upon picked will grant the triggering unit bonus 50 to movement speed (increases size, but that's just for visuals).
v1.05 - Finished symetrizing the map
- New mode: Rockfall (Described in "Modes" log)
- If you hit your own decoy with a batted rock, the decoy will redirect the rock to the closest enemy ogre.
- Polished quest log, added Modes and Enchants tabs.
v1.06 - Some new terrain;
- Slightly better documentation about Decoys;
- Increased Decoy death time;
- A rock hit on ogre grants 5 gold. If you hit two ogres with one rock, it will grant 10 gold, three - 15, and so on;
- Added a shop in the middle of the map;
- Added a new item - Fake Rock;
- If no trees are found when using Regrow, it plants three permanent little trees with no pathing;
- Added a new item - Nature's Attraction;
- Reworked Blink, increased the cast point of Blink (0.10 -> 0.15);
- Removed the increase in size from Essence of Blood;
- Added a new item - Illusion;
- Added a new item - Tree Shoes.