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ShopKeep's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #1208 | 3.673 | 3.673 |
Enjoyment | #2356 | 2.918 | 2.918 |
Overall | #2632 | 3.041 | 3.041 |
Presentation | #3996 | 2.531 | 2.531 |
Ranked from 49 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Instead of buying from the Shop in a MOBA, you are the Shopkeeper in the MOBA
Did your team create the vast majority of the art during the 48 hours?
No
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
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Comments
Cool concept, but I had a hard time keeping track of the units and their money and the state of the battle and everything. Still, a neat and unique experience.
This is a cool idea, but it's easy to lose track of what's happening on the battle screen. I found myself buying whatever and hoping it would give me money. Some in-game explanations on how the battle works would be helpful.
This was an interesting take on this, the battle system was a great way to spice things up!
This game was interesting and used the battle as a great way to figure out what to do next. One idea for a post jam version would be to place stats of each team next to their side so you could figure out the power of each team and plan what to sell. This was a great take on the role reversal of shopkeeper and player overall well done. :D
This is pretty cool, actually. Like a lot of other entries in this game, there is a certain... anti-pattern to the idea. After all, there is usually a reason that we play the non-reversed version of things :P There are a lot of difficult questions to answer for this concept, such as what other mechanics and complexities can you add? It's difficult, because a lot of obvious answers would make the game worse and not better. Something I observed with a lot of entries to this jam, because of the theme. But I think there are some answers for this one, and it could be a really fun game, it's already pretty entertaining. Though I also just happen to be into these "tweak variables and watch things unfold" kind of ideas, so you already had me there :)
Thank you! I def would enjoy expanding this a little more but it’s hard to think of stuff that wouldn’t make it too much more complicated, making the game worse. Tweaking the variables for the items was a lot of fun tho and I think it ended at a fairly balanced spot.
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).
I honestly wasn't expecting a MOBA shopkeeping game, and this was pretty cool. I liked being able to easily swap between the map and the shop, I think keeping an eye on the moving inventory added a nice bit of interactivity to the game that forced me to keep checking what was available rather than switching over only when a unit died. It did take me a minute to understand how much gold a unit had and which box on the map was the graveyard vs the shop, but that's probably because I haven't played many MOBAs. Some labels would have been nice to have there, at least. Once I got that figured out though I was able to make better decisions about what to stock in each shop, so when I realized I was at 700g I focused on giving the heros advantages they could afford, and making sure that the villains spent a lot of money on getting more gold.
Overall ended up being a pretty fun game!
thank you so much! Yeah I feel labels and some other stuff for non-MOBA people would help out a lot in figuring out what’s happening. I’m glad you were able to figure out the complexity to it with heroes Vs villains. Thanks for the feedback!
Hey neat idea!
Being able to watch the match brings up another level of complexity to gameplay that is cool to have :)
Great game! I really liked the added complexity of having to make sure to balance both teams so the game doesn't end early and you lose, but also trying to make as much money as possible. The controls were also very well made, so you can easily pick up what you are meant to do, well done!
Very intuitive controls and the fact of being able to switch between the shop and the battle simply by moving the mouse to one side or the other feels good, I see a lot of work and complexity in the operation of the battle, sadly I didn't fully understand how it worked the mechanics of buying and selling and I lost :(
Oh what an interesting title. I liked the idea and execution. Good interpretation of the theme, and fun to see this view of a MOBA. I also like that he doesn't just do it for the one shop, but plays both sides. It's clever.
They say that it's always the merchant who is profiting greatly if there's a war. And now I know why. Lol. Great job!
its a little hard to figure out what to do at first, but once i got the hang of it it was pretty fun!
I wanted more sore that's a good thing, the heroes won and that's all that matters though
Pretty neat concept! I can see some rather deep potential in it.
I think UX would be my biggest issue with the game. The font for the gold cost of the items is pretty hard to read, doubly so when the icons are bobbing up and down in that wave pattern.
I'm also not sure if there's enough of an incentive to buy items for the enemy team.
Good job on the submission!
Thanks for the feedback! UX def needs some work and I only was really able to play through the game with the current item numbers once so numbers were a little finicky. I was going for something like if you only sold to the heroes you would not make enough money before they won so you'd have to also sell to villians to keep the game going and get more money but it could def be fixed, and the total time could be reduced. Thank you!
Really cool idea! The presentation of battle area can be polished better though,
It's a cool idea, but I would also like to request a tutorial. Nice work though!
-Enjoyment: It was fun seeing the battle field and also trying to decide what to click in the shop.
-Creativity: Super creative idea!
-Presentation: Looks a bit janky, but I think that actually adds to the charm!
-Neat game indeed!! Please check out my non-creative entry when you can :D
Actually seeing the heroes fight was really nice and it showing their items too was a great touch, there was a bit too much waiting for me but otherwise great entry!
It feels like Dota, but you're a quartermaster, and the shopkeeper doesn't seem to be from our side. It's uncertain, let's take another look.