Roblox Onam-Pongal Event Mini-Games
Budget / Salary₹1,000–5,000
TypeFreelance project
LocationRemote
Posted2 hours ago
Roblox Mini-Game Briefs — Onam & Pongal Events
Two short, single-session Roblox mini-games for college cultural events (~30 min play window each). Priority: fast to build, fun once, low complexity. No long-term maintenance planned — build lean, skip polish that doesn't affect the 30-min experience.
Game 1: Onam Vallam Kali (Snake Boat Race)
Concept: Endless-runner-style boat race down a themed river. Team-based, mobile-friendly.
Teams: 4 boats per race, 6 players per boat (1 Captain + 5 Paddlers).
Controls
Captain: Left/right joystick only — steers boat between left/center/right lanes. No accelerate control.
Paddlers: One large "PADDLE" button each. Tap rate determines boat speed.
Speed formula (active paddlers → % speed): 5 → 100% | 4 → 85% | 3 → 70% | 2 → 55% | 1 → 35%
Movement: Boat always moves forward automatically (no player controls acceleration). Invisible walls keep boats on-course — no falling off, no respawns needed.
Course (~90 sec run): Start → Straight → Wind Zone → Coconut Grove → Speed Pad → Waterfall Gate → Sharp Bend → Waterfall Gate → Finish
Zone mechanics:
Zone Effect
Wind Zone Random lateral push for 2–3 sec; captain counters by steering
Coconut Grove Random coconut drops; hit = temporary speed reduction
Speed Pad Touch = short speed boost
Waterfall Gate Alternates open/closed; reaching it closed = brief pause
Sharp Bend Just a curved path segment — no extra logic
Collisions: Boat-to-boat touch = small sideways push + brief speed reduction. No flipping, no damage, no elimination.
Win condition: Top 4 boats ranked by finish time. Podium display at the end.
Explicitly out of scope: real boat physics, capsizing/respawn systems, per-player cosmetics, matchmaking beyond manual team assignment.
Game 2: Jallikattu Dodge (Bull Survival)
Concept: Free-for-all survival arena. Dodge a charging AI bull, collect tokens, survive 60–90 sec.
Players: 10–20 in one arena.
Bull AI (keep simple):
Pick a random player position every 3–5 sec as a target.
Telegraph the charge (~1 sec paw/snort animation + sound) before moving.
Charge in a straight line at fixed speed toward that point, overshoot past the arena edge, loop back.
No pathfinding, no obstacle avoidance, no player prediction.
Player-bull collision: Touch = elimination (teleport to spectator/sideline) or a defined penalty (freelancer's call on which is cheaper to build) — pick one approach, don't build both.
Tokens: Static spawn points on a respawn timer. Touch = collect + score increment. No physics pickups needed.
Power-ups (touch a pad → timed buff, no inventory system):
Power-up Effect
Sprint Temporary speed increase
Shield Blocks one bull collision, then breaks
Jump Boost Temporary jump height increase
Win condition: Token count as primary metric (recommended — simpler than pure last-standing, since eliminated players can just stop scoring rather than needing a full spectator flow). Leaderboard/score display at round end.
Explicitly out of scope: bull pathfinding/AI difficulty scaling, knockback physics, player inventory, multiple arenas/rounds logic.
Shared expectations for both games
Platform: Roblox (mobile-friendly controls required — both games are designed for phone play).
Session length: Each round should complete within the stated time window (90 sec / 60–90 sec) with minimal setup/lobby time.
Visual bar: Functional and legible, not high-fidelity. Free/marketplace assets are fine for boats, bull, terrain.
Deliverable: A working, testable Roblox place file for each game, plus brief notes on any tunable values (speed curves, bull timing, zone durations) so we can adjust before the event without needing to touch code.
Testing: At least one live playtest with 6+ people (Onam) and 10+ people (Pongal) before final delivery, to catch input-sync or difficulty-tuning issues.
Not required: ongoing support, post-event updates, or reusability for future events — this is a one-time build.
Two short, single-session Roblox mini-games for college cultural events (~30 min play window each). Priority: fast to build, fun once, low complexity. No long-term maintenance planned — build lean, skip polish that doesn't affect the 30-min experience.
Game 1: Onam Vallam Kali (Snake Boat Race)
Concept: Endless-runner-style boat race down a themed river. Team-based, mobile-friendly.
Teams: 4 boats per race, 6 players per boat (1 Captain + 5 Paddlers).
Controls
Captain: Left/right joystick only — steers boat between left/center/right lanes. No accelerate control.
Paddlers: One large "PADDLE" button each. Tap rate determines boat speed.
Speed formula (active paddlers → % speed): 5 → 100% | 4 → 85% | 3 → 70% | 2 → 55% | 1 → 35%
Movement: Boat always moves forward automatically (no player controls acceleration). Invisible walls keep boats on-course — no falling off, no respawns needed.
Course (~90 sec run): Start → Straight → Wind Zone → Coconut Grove → Speed Pad → Waterfall Gate → Sharp Bend → Waterfall Gate → Finish
Zone mechanics:
Zone Effect
Wind Zone Random lateral push for 2–3 sec; captain counters by steering
Coconut Grove Random coconut drops; hit = temporary speed reduction
Speed Pad Touch = short speed boost
Waterfall Gate Alternates open/closed; reaching it closed = brief pause
Sharp Bend Just a curved path segment — no extra logic
Collisions: Boat-to-boat touch = small sideways push + brief speed reduction. No flipping, no damage, no elimination.
Win condition: Top 4 boats ranked by finish time. Podium display at the end.
Explicitly out of scope: real boat physics, capsizing/respawn systems, per-player cosmetics, matchmaking beyond manual team assignment.
Game 2: Jallikattu Dodge (Bull Survival)
Concept: Free-for-all survival arena. Dodge a charging AI bull, collect tokens, survive 60–90 sec.
Players: 10–20 in one arena.
Bull AI (keep simple):
Pick a random player position every 3–5 sec as a target.
Telegraph the charge (~1 sec paw/snort animation + sound) before moving.
Charge in a straight line at fixed speed toward that point, overshoot past the arena edge, loop back.
No pathfinding, no obstacle avoidance, no player prediction.
Player-bull collision: Touch = elimination (teleport to spectator/sideline) or a defined penalty (freelancer's call on which is cheaper to build) — pick one approach, don't build both.
Tokens: Static spawn points on a respawn timer. Touch = collect + score increment. No physics pickups needed.
Power-ups (touch a pad → timed buff, no inventory system):
Power-up Effect
Sprint Temporary speed increase
Shield Blocks one bull collision, then breaks
Jump Boost Temporary jump height increase
Win condition: Token count as primary metric (recommended — simpler than pure last-standing, since eliminated players can just stop scoring rather than needing a full spectator flow). Leaderboard/score display at round end.
Explicitly out of scope: bull pathfinding/AI difficulty scaling, knockback physics, player inventory, multiple arenas/rounds logic.
Shared expectations for both games
Platform: Roblox (mobile-friendly controls required — both games are designed for phone play).
Session length: Each round should complete within the stated time window (90 sec / 60–90 sec) with minimal setup/lobby time.
Visual bar: Functional and legible, not high-fidelity. Free/marketplace assets are fine for boats, bull, terrain.
Deliverable: A working, testable Roblox place file for each game, plus brief notes on any tunable values (speed curves, bull timing, zone durations) so we can adjust before the event without needing to touch code.
Testing: At least one live playtest with 6+ people (Onam) and 10+ people (Pongal) before final delivery, to catch input-sync or difficulty-tuning issues.
Not required: ongoing support, post-event updates, or reusability for future events — this is a one-time build.
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