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Cart #tinychamps-0 | 2022-07-25 | Code ▽ | Embed ▽ | No License
15

Tiny Champions Offline Edition

Play the multiplayer cart here: https://morganquirk.itch.io/tiny-champions

This is an autobattler game like Teamfight Tactics, DOTA Autochess, or Super Auto Pets. I've tried to pack a lot into the cart - 26 heroes with unique abilities

HELP/INFO

Buy heroes (3 gold each). Your team size is limited but increases each round.

Reroll the shop for 1 gold.

Money doesn't save between rounds, but the shop cards do.

If you buy a duplicate hero, it will merge and gain +1 EXP. Enough EXP makes it level up, improving its stats.

  • Level 2: 1 EXP
  • Level 3: 3 EXP
  • Level 4: 6 EXP

If you press UP in the shop screen, you can move heroes around and view info about each hero.

In this BBS version you fight against random AI-generated teams, but in the multiplayer version you play against teams created by other players! Try it here: https://morganquirk.itch.io/tiny-champions

SOME HEROES

VERSION

7/25/22: Added tips, juice, better ult visuals, and the multiplayer version (see above).

7/4/22: Added a confirmation box if you try to end your turn without spending all your gold. Balance changes to nerf healer, usurper, and buff mesmer, zealot.

15


Post-Release Comments
1

This is really cools so far, nice job! The only feature I'd request is a sell-back option for minions. My first few runs were basically doomed as I opted into a minion that could not hold it's own.
Also is there a logic in the spawn-in mechanic? Or just units bought later spawn later?


2

Thanks! I added sell, you get 3 gold for selling regardless of hero level. Not sure if that's a great idea but it's what I did :) Yes, heroes spawn in the order you bought them.


1

A great cart, I played through both modes, and enjoyed it.


1

Really lovely, you really nailed the essentials of the genre, it's very playable!

What are the last two stats? The D-icon for attack range? Last one for mana? What is the significance of that? More mana, slower the special power build-up?

Also: Is there a way to check the current experience of a character? I keep forgetting how close the characters are to the next level...


I could swear there was a local 2p option at one point, am I havi g a false memory?


There's no local 2p. I had a mode called "head 2 head" but it was not local 2p, it just meant you fight against the same team each time. I've had to cut it to fit in other features, now there's just one game mode.


That'll be it, any chance there's enough space left to implement mouse input?

Question about how the multiplayer itch version works, are teams shared in real time or is it more of a submit/receive system


I haven't prioritized mouse, I'll think about how many tokens it would require. Teams are submitted to a global database when you start a level, and the game receives a team from that database to find its opponent. When the new scoresub() api comes out, I'm hoping I can switch to using that and do away with all the javascript stuff and then it would run MP on BBS!


Does the database keep track of win and loss ratios to try to pair the player with a team that is approximately as successful?



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