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Dota 2 is one of my all-time favorite heroes, so when I saw this game was about being a MOBA shopkeeper I knew I had to try. Honestly big props for creating an entire combat-simulator just to act as the backdrop for a game about being a shopkeeper! I feel like most other devs would have settled for a RNG simulator that would just create “random events”, but you really went the extra mile to create an abstracted-out MOBA match that creates a much-more genuine demand for the items you’re selling, as well as determining things like when someone is even able to shop your wares – it happens when they respawn! Love the idea that the shopkeeper may have some slight allegiances but is more or less just trying to make a profit. Your goal (to make >1k gold) actually fits with the theme as well – makes me think, the shopkeeper in games like Dota would be quite disappointed with a short match that ends quickly, really they would want a long, drawn-out bloodbath where both sides are buying really expensive items. It’s fun to channel that desire as the player here, where ultimately you would prefer the heroes to win, but you need to sell the villains at least enough for them to be able to hold out awhile so you can get your 1k gold. Overall really fun idea that is executed with a surprising level of depth, good job!

Thank you so much! Very happy you enjoyed. I was able to re-use a health script but there was a decent amount of work that went into the combat system, mainly because I wanted the items to actually do something specific to the game, because an rng simulator seemed too rough for me (I made my co-developer do the randomized item generation lol).