Hole in the Wall is a last-man-standing game, in which players stand on a platform and try to dodge through giant slime walls or fall into the void. The game is played in a 3-minute 30-seconds round. A player wins if they are the last one standing, or survive the entire duration of the game.
In addition, traps occur throughout the game to distract, disrupt and inconvenience the player. As the game progresses, traps are set off more often, until the last minute when they are activated every 5 seconds.
The minimum player count is 8, while the maximum player count is 12.
Difficulty Curve[edit]
As the game progresses, it becomes more and more difficult. Below is a table showcasing how the game's difficulty changes as the game continues:
Time Remaining
|
Trap Frequency
|
Wall Difficulty
|
Wall Speed
|
3 Minutes 30 Seconds (Game Start)
|
20 Seconds
|
Easy
|
50%
|
3 Minutes
|
91%
|
2 Minutes 30 Seconds
|
Medium
|
133%
|
2 Minutes 27 Seconds
|
15 Seconds
|
2 Minutes
|
175%
|
1 Minute 57 Seconds
|
10 Seconds
|
1 Minute 45 Seconds
|
Hard
|
1 Minute 30 Seconds
|
216%
|
1 Minute 7 Seconds
|
5 Seconds
|
1 Minute
|
Very Hard
|
258%
|
30 Seconds
|
300%
|
Aside from these changes, the platform floor of the map also deteriorates as the game progresses. The floor shrinks each time either 1/3rd of the lobby has been eliminated or 1/3rd of the total time has elapsed (1 minute 10 seconds), whichever occurs first.
In addition to average walls in the game which glide right through the arena, there are also special types of walls. These wall types can also stack and apply on top of one another, increasing the variety of behaviours walls can have.
Returning Walls[edit]
These walls move through the arena like normal, but after reaching the side opposite to the one they started at, they 'return', as indicated by their name. Returning walls also flip their pistons when they reverse directions.
Sike Walls[edit]
These walls also move through the arena like normal, but just before they reach the platform, they stop. Then, they will either disappear after a short period, or wait until the platform is clear before continuing. Sike walls are always paired with at least 1 real wall, and there can be up to 3 on any given 'wave' of walls. Only two sike walls per wave can wait for the platform to clear instead of disappearing.
Fakeout Walls[edit]
These walls move at super fast speed through the arena until they reach the platform, at which point they slow down to the current Wall Speed.
Traps are triggered at a rate according to the current Trap Frequency. They can be anything from mob spawns, special items granted, and arena changes. The following is a list of all traps currently in Hole in the Wall:
- Mob Spawning Traps
- Chicken Storm - Chickens are spawned flying all around the arena.
- Creepy Crawlies! - Spiders are spawned in the arena.
- Feeling Hot - Blazes are spawned decently far away from the arena and shoot at the players.
- Hmm! - Villagers are spawned in the arena.
- Hoglins - Hoglins are spawned in the arena.
- Jack Frost - Snow Golems are spawned in the arena.
- So Lonely - Zombies are spawned in the arena.
- Mummy? - Husks are spawned in the arena.
- Pillagers - Pillagers are spawned in the arena.
- Revenge - Slimes are spawned in the arena.
- Swimming Fish - Guardians are spawned in the arena.
- Projectile Traps
- Arrow Storm - Arrows shoot from every direction inside of the arena, dealing knockback.
- Eggs - Eggs are launched from every direction inside of the arena, dealing minor knockback.
- Matrix - Slow-moving Ghast projectiles are launched from every direction inside of the arena, dealing major knockback. These projectiles can be punched to be redirected away from the player.
- Sandfall - Blocks of sand fall from the sky, landing on the platform and thus changing the terrain.
- Player Movement Change Traps
- Leg Day - Players are all temporarily given Slowness III.
- Low Gravity - Players are all temporarily given Slow Falling II.
- Springy Shoes - Players are all temporarily given Jump Boost IV.
- Super Speed - Players are all temporarily given Speed V.
- Player Item Traps
- Blast-Off - Players are all granted a crossbow loaded with a firework. Shooting this at the ground will knock back all players around the firework blast. Shooting directly at the ground and jumping gives a sort of "rocket jump" effect that blasts you towards the sky.
- Cobwebs - Players are all granted 2 cobwebs to place anywhere on the ground in the arena.
- Fishing Rod - Players are all granted a fishing rod with 2 uses to try to hook other players into the water.
- Hot Potato - Hot Potatoes are randomly given to some players. Players must get rid of them by punching other players. If you are holding a Hot Potato when it explodes, it deals major knockback in a random direction.
- Levitation Dart - Players are all granted a crossbow loaded with an arrow. This arrow gives other players levitation when hit.
- One Punch - Players are all given a glove which allows them to punch another player a single time.
- Snowball Fight - Players are all given 16 snowballs to throw at other players, dealing minor knockback.
- Map Specific Traps
- Hot Coals - One of the inner rings of the arena is set on fire (Map: Classic only).
- Sticky Feet - One of the inner rings of the arena is covered in cobwebs (Map: Classic only).