Billy Live
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In Game Description

Larry points to and fro, yelling through a script rolled up into a makeshift megaphone. "Do you think these things make themselves? We need to get this next one out NOW, before the Deadline! You, you, and you! YOU'RE FIRED! GET OUT!"

He spins around. "Hey, you! YES, YOU! Can you read a script? Well come on, then, let's go! Lights, Camera, Action!"

You have XXX points' worth of Acting Ability to buy (based on your Awesome, all trophies count positive). After purchasing Acting Ability, you may spend it to attempt to defeat Challenges. Each challenge has a Target and a Max Ability Count - you cannot use more than that number of Abilities. Any abilities you use are lost, whether or not you succeed.

Beat a Challenge, and you get the Reward associated with it. Beat all the Challenges, and you get to participate in the Grand Finale with all your remaining ability. The person with the highest Finale score for each role becomes one of The Eleven, and remains that until the positions come up for recasting. (The Eleven will be notified in a few days - 11 hasn't coded the other bits of this yet)

Casting Roles

  • The Protagonist - hey, that's you!
  • The Narrator - the mysterious figure that guides you through Looping
  • Timmy - the little kid with a big problem
  • Mister Tea - the mastermind behind a dark plot
  • The Flash - the Ninjas' final chance for survival
  • The RNG - she, the ultimate weapon
  • Cici - a girl torn by unrequited love and dark technology
  • K-Dog - your guidepost to learning what you need to do
  • MC Stripeypants - the last protector of an ancient secret
  • Flipper - your guardian and silent watcher
  • Terri - a stoic soldier in an endless war

Acting Abilities

As mentioned above, you can buy as many levels in acting abilities as you have Awesome. While all abilities start with no strength and range, some challenges can improve the abilities. Also note that the inital range of an ability and the price is the same. You can also reset the skills up to two times, at the cost of losing all progress in the Challenges.

Name Initial Range/Price
Atmosphere 4
Diction 6
Precision 8
Calmness 10
Focus 12
Style 20
Rhythm 30
Timing 100

Challenges

Name Target Max Abilities Usable Reward
Monologue 30 5 +1 Diction Strength
Partyhouse Rage 25 4 +1 Ability max per challenge
Paperwork Montage 10 3 +11% chance to get back lowest Ability used in attempt
Eating TACOs 45 15 +1 Diction Range
Hating on Fighto 30 2 One additional Attempt of your most powerful type in Finale
Reading Wordy Instructions 20 4 +1 Style Attempt on Style roll of 19 or 20
Creating Quickteams 35 8 +10 per die rolled on Finale
Zombja Sweeping 70 10 1 Atmosphere Range
Marketplace Manipulating 35 3 +1 Precision Strength
Acting in BillyLive 40 3 +1 Precision Range
Beating up Worldkaiju 11 5 +1 Calmness Strength

Grand Finale

If you beat all the challenges, you may roll all remaining dice in one last "challenge", attempting to score as high as you can.

Attempting: Finale
This is it! Roll it all to get a shot at the job!
Attempt Finale >

Strategy

Balancing endurance and power is the name of the game here. On the one hand, some challenges limit the number of dice you can apply. On the other, you want enough dice to beat all the challenges - succeed or fail, after each attempt those dice are gone - and have a good number of dice remaining for the Grand Finale (especially with that +10 per die).

Note that you can use more than 1 die of a type for a given challenge. For instance, Beating up Worldkaiju, you'll want to use multiple small dice for. Hating on Fighto and Acting in BillyLive, you'll want to use only powerful dice - and you'll want to take them on after Partyhouse Rage.

Obviously, this is tilted toward the high-Awesome players; unless you have at least 1000 Awesome, you might want to skip this. Even for them, it can be difficult simply to pass all the challenges, let alone score well in the Grand Finale.

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