Mini-Game
The mini-game is a free-to-play feature of God of Destruction. There are currently two games, and which of them is playable swaps back and forth each day. The leaderboard collects submitted scores for two weeks and then awards the winners based on placement.
Flappy Beetle
The first mini-game released, Flappy Beetle is a reflex-based game that challenges your focus and the endurance of your wrists. There are really only a handful of tips for this game, as the main way to get proficient is practice. Make sure you are comfortable before you begin because a run that goes deep can take up to an hour, and there is no pause. The most dangerous moment is when you must travel through a passage at the bottom or the top. Once you are halfway through these extreme gaps, try to begin rising or falling toward the center of the screen in case you are asked to cross from one extreme to the other. Also, because beetle accelerates upward so suddenly when you press, overhead danger is worse than getting close to a floor. Try and pass through gaps low, along the red highlighted path in this screenshot when possible.
Mush Expedition
This is a game of chance, risk, and knowledge. Mush begins with 100hp, and you must choose between two random paths that each have randomized outcomes. The gamble comes from the cost of dying; if you lose the game your score is halved. You can quit on any turn, so it becomes a game of pushing your luck as far as you dare and quitting before you die. A good knowledge of the outcomes goes a long way, and this guide is here to help. There are seven major catagories of outcomes after choosing a path:
- Gain a shield that acts as bonus HP. Shields do stack but have a limited lifespan. It seems that stacking a new shield resets the lifespan counter.
- Take damage that destroys a part or all of your shield, or your HP if you aren't shielded. At Zero HP you lose.
- Heal a portion of your lost HP. Overhealing does nothing.
- Gain Energy. Energy acts like a defense stat and reduces incoming damage and increases your score. Damage can never be reduced to zero, and the damage reduction effect goes down the deeper into a run you are in.
- Gain Gold. Gold does nothing other than increasing your final score.
- Gain a status effect. These are mostly good, except for poison. If a status has a number next to it, it will stay active for that many turns or until the effect evolves.
- Score Doubled. This is an effect of 777 being rolled on an Ultra Lucky Slot, the most desirable path in the game.
- Instant Death. Many paths have a chance to immediately end your run even if you have shield and full HP. The only protection from Death is immunity status.
You can receive up to two of these outcomes from the same choice, plus a third outcome if it's a status effect. Damage will never accompany healing, shield, or immunity. Instant Death is never accompanied. Final score is calculated by the following formula:
SCORE+ (gold + (power x 2) + (round reached x 5)) (final score cut in half if you die.)
Specific Outcomes
The most important paths to remember are the ones that can kill you instantly. You almost always want to avoid these when possible. The link below has all outcomes, and shows the maximum value you can expect from each.
Mush Expedition Data
Poison Heal and Immunity
- Only three choices can cause immunity; Eat Strange Mushroom (3 turns), Play Lucky Slot (10 Turns), and Ultra Lucky Slot (10 turns). Immunity protects from damage and Instant Death, but does not protect from poison.
- The poison status has two evolutions. The first time you are poisoned, it will tick down once per turn while it lightly damages you. If you get poisoned again while already poisoned, you will gain a new permanent status called "Poison Immunity". If you get poisoned while you have this second status, it will evolve into "Poison Heal", and instead of damaging you, the poison will heal you for the amount of turns shown.