TrickShot Mode Mini-Game

This document serves as a mock-up for a standalone mechanic for a generic sports game and it is not open to use.

Overview

TrickShot Mode is an advanced skill challenge within a larger hypothetical basketball game. Players unlock it at Level 5 and can use it to grind for Gold Coins, which are spent on cosmetics, animations, and in-game perks. TrickShot Mode encourages daily logins and repeat play with a stamina system, rewarding skill-based gameplay.

F2P & Grind Mechanics

  • Unlock Progression – Players gain access after levelling up in standard basketball matches.
  • Gold Coin Economy – TrickShot Mode fuels the main game’s economy.
  • Daily Play Incentives – Limited stamina and daily rewards drive engagement.
  • Skill-Based Rewards – Players improve trick shot mastery over time.

Core Loop

TrickShot Mode is a 2.5D mini-game with a locked screen and fixed player position, inspired by the mechanics of “Bowman” and “Angry Birds”. Players aim and shoot using a drag, draw, and release mechanic, where:
  • Drag controls aim direction.
  • Draw controls shot power.
  • Release executes the throw.
Players receive a score after each challenge, with rewards based on score and level difficulty multiplier.

Objective:

  • Score trick shots using gravity physics and dynamic obstacles before the time limit.

Core Mechanics:

  • Precision shooting using a drag-to-aim & draw-to-power system.
  • Floating obstacles & airlocks influence ball trajectory at higher levels.
  • Combo multipliers for consecutive perfect shots.

Challenge Scaling:

  • Early levels: Stationary hoops, simple rebounds.
  • Later levels: Moving hoops, rotating platforms, gravity shifts.

Grind & Progression

Progression is map-based, with players advancing to new levels as they improve.

Rewards & Level Progression:

  • The first level grants 1 premium coin, with increasing difficulty and higher coin payouts per level.
  • Final stage: Space Station TrickShot Arena, the ultimate challenge.
  • Minimum payment of 1 premium coin and 500 standard coins per try after the first levels.

Stamina System:

  • Players have 3 attempts per day.
  • Stamina regenerates over time (every 8 hours).
  • Option to purchase premium stamina refills.
This structure ensures a balanced experience for both paying and non-paying players, providing free players with long-term challenges and rewards, while allowing paying players to accelerate progression with stamina refills.

Monetization

This Mini-Game will generate revenue by following those three structures.
  • Daily Login Bonus: Bonus Gold Coins for consecutive logins.
  • Limited-Time TrickShot Events: Special seasonal & rare levels with exclusive rewards.
  • Premium Stamina Refill: Players can buy additional attempts.
 
Daily bonuses encourage consistent player engagement, stamina refills create controlled access to premium coins, and limited-time events increase long-term retention by introducing fresh content.

Level Design

TrickShot Mode unlocks new courts as players progress. Level difficulty increases based on:
  • Obstacle Complexity.
  • Gravity Adjustments.
  • Score Thresholds.
A vast and expandable map pool ensures long-term replayability, which can be further complemented by a battle pass integration in the main game.

Level Design Sample

Space Station TrickShot Arena

  • Visual Style: High-tech neon-lit space court with holographic hoops.
  • Obstacles & Hazards:
    • Airlocks opening and shifting ball trajectory.
    • Floating debris affects bounce angles.
    • Moving platforms adds difficulty.
  • Dynamic Events:
    • Meteor Showers – Random projectiles blocking shots.
    • Artificial Gravity Changes – Intermittent low/high gravity effects.
This structure supports the core concept of the mini-game maintaining open to expansions ensuring that all features remain engaging, scalable, and adaptable to future updates.

User Interface

 

UI & Wireframe Description

  • Main Menu: ‘TrickShot Challenge’ unlocks at Level 5.
  • Gameplay UI:
    • Timer (countdown for shots).
    • Shot Meter (power & angle adjustment).
    • Guideline (throw preview after holding the shot for one second)
    • Score (reward bonuses for complex shots).
    • notion image
  • Results Screen:
    • Trick shots made.
    • Rewards earned.
    • Retry button with premium currency option
    • notion image
      notion image
Those images reference two possible result screen scenarios.

Prototype Structure

What Prototyping Means

A basic Unreal Engine setup to test mechanics before full implementation. Focus areas:
  • Gravity-based shooting mechanics.
  • Bouncing physics interactions.
  • UI feedback and player controls.

Prototype Goals

  1. Physics Test: Ball movement in zero-G environments.
  1. Scoring System: Ensuring fair and rewarding scaling.
  1. Obstacle Interaction: Testing floating hazards & dynamic objects.

Iteration & Playtesting

  • First Test: Tuning shooting mechanics & power scaling.
  • Second Test: Refining gravity effects & trick shot difficulty.
  • Third Test: Balancing economy, stamina, and reward pacing.

Conclusion

This TrickShot Mode integrates into a larger basketball game, offering:
  • Unlockable progression – Players reach it at Level 5.
  • Gold Coin economy – Integrate the rewards from the mini-game with the overall economy of the main game.
  • F2P monetization hooks – Daily login rewards & stamina refills.
TrickShot Mode serves as a powerful, engaging, and lucrative enhancement to a free-to-play sports game, making it an essential feature that captivates players and drives revenue.
 
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