BTW, for these that don't know, other than cooking lambdas and yapping about AI, I also make my own MOBA. Or more like, I have a small company that is currently doing it. Sadly, we don't have many devs, because I insist that the whole game must be done in a functional language, making it impossible to hire :D

The whole point of the game is exactly what I complained about below: I want a competitive that is 95% about fighting (like modern FPS games are), but that is top-down. There is basically none like that. I also want to greatly reduce cooldowns to make it really really fast paced, AND keep the map big with objectives (so that there is some macro depth, unlike BattleRite).

And, most importantly, I want champions that are actually well designed; not just "everyone has 2 skillshots and 1 dash". HotS for example is a game that had extremely interesting, diverse and well-designed champion mechanics, and I want to bring that.

I don't have time to work on the MOBA directly (😭) but I manage it. We have an amazing team of artists and a gamedev. Progress isn't so fast and I don't expect it to be finished anytime soon, and I also honestly don't think it will be a success ("real time action" people just prefer guns I guess), but if you're in the same boat as me, perhaps consider joining us (: