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ThomasNg

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A member registered Sep 22, 2024 · View creator page →

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How my MOBA turned into a game where you don't play

When I started this, it was a normal MOBA. It was called GloryDay. You picked one hero, connected to a server, and played 5v5 in real time, clicking abilities and last hitting like you would in League or Dota. I do not have any footage of that version left, which is honestly fine, because the interesting part of this story is not what it looked like. It is why I threw that whole idea out.

The problem showed up fast, and it was not a code problem. It was a "who is going to play this" problem. A real time online MOBA needs ten people in a match, a server, and matchmaking, and that is a rough thing for one person to fill. I could not even test it properly on my own. I would sit there controlling one hero while nine slots stood empty. And every time I did get a match going, I kept noticing the part I actually cared about was not the clicking. It was the decisions. Who to pick, who to ban, where to be, when to fight, when to take the objective. The macro, not the mechanics.

So I asked a dumb question. What if you did not control a hero at all?

That one question changed the whole game. Instead of playing a hero, you coach the team. You draft five, you ban the enemy's best pick, you set the game plan and each hero's role, and then you watch it play out. The heroes play themselves now. I wrote the AI that makes them fight, rotate, contest objectives, and read the enemy. Your job is to make the calls before and during the match, and to adjust with timeouts when the read changes.

The moment I did that, everything that was hard about a solo MOBA got easier, and a bunch of things got better.

One person can play a full 5v5 now, because you are the shotcaller, not one of ten players. The server full of strangers stopped being required. There is still a two player mode if you want to go head to head, but it is manager versus manager, one person a side, not ten. And because you are watching instead of playing, I gave it a broadcast camera that follows the action on its own like an esports stream, so watching your plan work (or fall apart) is actually fun.

From there the game grew into its own thing. There is a front line you push by capturing zones next to ground you already hold. There is a pit boss in the middle that you have to commit into the pit to fight, where the last hit steals it, and killing it opens a rift that spawns a wave of creeps that go siege the enemy base. Your heroes push in behind them while the creeps soak the tower. It reads like a real match, but every meaningful choice in it was made by you before the fight started.

It is still a work in progress. I am balancing it constantly, and some of it will change. But the core is here, and it finally feels like the game I actually wanted to make, which is a MOBA you coach instead of grind.

If you want to try it, it runs right here in the browser. I would genuinely love to know what you think, especially what feels good and what feels off. That feedback is what I am building the next update around.

play here: https://thomasng.itch.io/shot-caller

Wow that is great to hear! i appreciate it alot!

Thank you!! i will definitely learn and add some audio in the future!

Thank you so much!!! I did not do the audio because I am very bad at making sounds at this level ahah. So no audio for the game

Thank you so much!! I have enabled full screen.

I think audio with be very good in the future as well!

Thank you so much!!!

Hi, excited to see my game on stream!!

Link: https://thomasng.itch.io/cascade

Discord: zzthomaszzz

Thank you so much! also thank you for the donation!!!


It's a fast tower-defense roguelite built around one idea: you should never get to coast on a single winning build. You defend a prism core with auto-firing emitters in three elements, but every wave the enemies rotate which element they resist, and shielded ones can only be cracked by the right counter. With a tight slot budget, you can't just own everything, so each round you're reading the threat, selling off what's now useless, and rebuilding into the matchup. Find the answer, and the question changes. A full run is about ten minutes, it runs right in the tab, and I'd genuinely love to know how far you get and whether the "no autopilot" loop lands for you. Give it a try and let me know in the comments.

check it out here https://thomasng.itch.io/facets

i like it, the game screen is too small i assume its for iphone

Hey everyone — I just released my first multiplayer game, GloryDay (free beta)

https://thomasng.itch.io/glory-days


Hi! I'm Thomas, a hobbyist developer who grew up playing League of Legends, Dota 2, Vainglory and StarCraft. I always wanted to make a MOBA-style game of my own, so I just... started building one.

GloryDay is a top-down 2v2 / 3v3 arena game where two teams fight to destroy each other's base. There are 6 heroes, a shop, capture points, and a StarCraft-inspired mineral system that drains over time, once it runs out, respawns stop and a rune spawns at the centre of the map that can one-shot finish a fight.

It's rough around the edges and very much a beta, but it's playable and genuinely fun with friends. I'd love to hear what people think, feedback at any level is welcome, whether it's bugs, balance, or "this hero is way too strong."

Just unzip and run main.exe, no install needed. Windows only for now.

also if you want to contact me about anything, here is my discord zzthomaszzz

Thanks for taking a look 🙂