An RTS / MOBA game with multiple frontends: ASCII-rendered or tiles-rendered. See the design document for much more.
In the way "MOBA" games such as DOTA2 or LoL are usually played, the captain of the team is the default shotcaller.
The shotcaller needs to be unbiased and not have tunnel vision. You need to be able to think in the future and tell what would happen if you did this or that. This becomes crucial when deciding to base-race or teleport back to defend. ~reddit-user
Everyone on the team can play the part of Shotcaller on occasion. The act of shotcalling is not typically the most prevalent activity of any player, even for a captain — after all, they also need to play their hero.
But in this game, all you do is shotcalling and big-picture strategizing. The game plays as if you were controlling the 6th-person-in-the-booth “coach” player, and your team (of AI-played bots) actually follows your instructions to the letter, within their designed constraints.
There's also a short mp4 video.
Requires the rust nightly toolchain!
rustup default nightly
cargo run
If you run into issues please report them here or on our #shotcaller channel.
https://shotcaller.jojolepro.com/
Starter pack:
- CONTRIBUTING.md
- Game Design Doc
- Make a new 🦹 Leader or 📦 Item!
- MVP Roadmap (please ask questions!)
- Discord channel (#shotcaller on http://discord.gg/amethyst)
Blue Oak License v1.0.0 - A modern alternative to the MIT License.