Charming. Really charming. I like this game.
I now played 3 rounds with 2 mates and we really think this is playable.
The direct hero against hero makes it fun and different from other arenas where you farm most of the time.
For further development I think is important that you stay true to what the game now is all about: hero killing by ganging.
I have some suggestions you might want to think about:
- farming doesn't actually do anything
Killing heroes gives you alot more gold and exp and is also easier.
You could make farming a bit easier by decreasing the creeps health and maybe increasing their damage (I gonna explain that later) and make them give more exp and at the same time make killing heroes give less exp. That way players would kill heroes for gold and kill creeps for exp. Or you could make creeps drop tomes/gold coins/runes. So creeps would boost stats. Or just both ^^
- creeps
As already said creeps could have more damage and less health. That way you could still farm them, but would have to watch out for heroes who are trying to gang you, because you are on low health. Also a huge aspect to the game is the possibility to run into creeps in order to die. That way you avoid feeding enemy heroes. That's good and brings skill into the game.
- items
I think the basic idea is good. Easy items for a chaotic and fast arena. You don't have to change much and for gods sake don't add recipes. What's important: Change the buttons for the upgrades. Make them look like the basic items with a little up-arrow or a plus in a corner. So people can see fast, which item to get. They should be tome like items (don't know the exact word in english since I use the german editor), so you use them instant and they don't need an inventory slot, since in the heat of battle you don't want to drop your 6th item in order to be able to upgrade. Also it shouldn't require the item to be in the first slot. Just pick the first in order ( 1 to 6 ). Then, if there is no item to upgrade, just add a different item to the inventory which is then replaced with the tome upgrade item if it's dropped.
Then items should sell for about 75% of what they costed (+all the upgrades). I'd suggest to make a lvl 4 for all the items in which they get an active or passive ability (like sprint for boots and bash for the stenght medalion). The 3 shops are fine. It could be a cool strategie to camp the most important ones. Just the goblin merchant doesn't help. You don't need those items, really. Think of something else. ^^
- heroes
All of the heroes sould have abilites which define the way you can play them. Your Tinker is a nice adaption from DotA to your arena, since the refresh doesn't have casting time. You can just spam as long as you got mana. That's the kind of mechanic every hero should have. The gambler is interesting since you can use him to pool gold to other players. While he can get alot of gold without killing heroes, he doesn't have to fight them. Which is supported by his sprint ability. Still, he is useable for ganging with his stun. Some heroes should be strong if you are skilled. Like that ability of the void walker, swinging an enemy around. (I love it btw.) You could add the effect that it would punch away other heroes hit with it. Or it could cause more damage if the hero hits obstacles.
- add some modes ^^
Make player red select by dialog: All pick | All random | Death Match (get new hero every time you die, may require more heroes)
Things to fix:
- You should stick with the color scheme with all items. The mask of death lvl 3 looks weird in an all gold inventory. So does the claws of atack.
- You really need to fix the icon positions. It's really annoying how they are scattered all over the place. Just use the normal wc3 scheme.
- The bash of those creeps in the right is pretty strong. You can hardly farm them.
- The abilities of the gambler should all show the gold additions and substractions in the typical wc3 pattern and if you convert reals into strings cut the digits after the dot (use substrings).
- Samuros ultimate is a bit too strong. But is cool, since it only hits heroes within a range. Does it target? If so, remove that and add like 3 seconds cast time. That way it would become a ability which requires skill.
About the few things said earlier by others:
- That animated loadingscreen really isn't needed, since your map isn't too popular on battle.net and people want to download fast. Just use a generic loading screen with loading players and the minimap.
- Fuck the AI. Nobody needs it. If players leave sell all their items and split it amongst the others.
- It's not important if you use the basic ideas about DotA heroes. The game doesn't try to be DotA. Wtf are you guys arguing about? But in fact, I'd like to see your own hero ideas. If you use dota heroes, try to adapt them to your arena. If you have to change an ability completely do so.
- Hero selection is fine. What's wrong with taverns? Just place them so you can differentiate amongst them.
- The music isn't actually bad. You can leave it as it is. But most people listened to that exact song for about 1000 times and had enough. You could try to implement a playlist. Use some nice orc music.
- As already said. The number of items is actually fine. The goblin merchant is useless. You could get some interesing new items in there. I just can't think of any right now.