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Chess Game Mojo Melee Upgrades Its Model To Offer Teamfight Tactics

A turn-based strategy game and a mash-up of a chess game were successfully launched in 2019 following the release of Valve’s Official Dota Underlords game, Riot Games’ Teamfight Tactics, and the Dota Auto Chess Mod. Since then, the genre is yet to see major releases that are provocative to the heavyweights. The NFT-infused ‘Mojo Mele’e is simple in its beta version, which makes it a good outline for a complex genre.

While Mojo Melee offered itself as a new competitor, Teamfight Tactics rules the genre. In funding the development of the game and characters, the advanced auto-battler has involved itself in an open beta phase utilizing NFTs that operate as skins. And it seems the Web3 riff is improving steadily on the auto battler.

The game instantly looks great during launch. In this Web3 game, the participants are lively, “active, spirited, energetic’’ and are high-resolution.  Bearing in mind that it is an in-browser game and free-to-play, the optimization and graphics are very remarkable.

Mojo Offers Two Game Modes

Before creating an account, users must first choose a Mojo—a green little guy whose users must begin every game. Every little green guy ‘’Mojo’’ has diverse abilities, so users are required to select wisely as there is no going back after choosing a Mojo.

Currently, in the game, Mojo Melee offers just two game modes; Melee and Duel. In Duel, there are only two players involved, the first to win three rounds is crowned winner of the game. While in Melee mode, eight players can participate in the tournament.

Currently, the Duel mode environment is too short with a lack of progression. Nevertheless, as fewer participants are using the beta version, most users prefer testing the game using this model. The Mele mode offers more chances for team development, but currently, it’s hard to fill a lobby for actual participants.

The Mojo Melee Is Still In Its Basic Phase

Creating a team of champions to battle and defeat the advisory is what this game is all about. To every character, there’s an exclusive ability such as knockback, heal or stun.  Users can form a team that has a strong blend of utility, defense, and damage—but that’s where the tactical abilities stop.

Unfortunately, Mojo Melee, in this primary beta state, lacks the state of depth and complexity which makes users want to continue visiting other auto battler games. There are no synergies, economic strategies, or traits that improve the user interest in the game. It’s quite superficial for now.

Particularly in the shorter Duel games, there’s an impression that Random Number Generation [RNG] will show and grade users’ success. If the users can ensure a two-star Brooka Clawhaven in round one, then there’s a feeling that they have won. Developers are expected to upgrade the game more on ability areas to gain more players.

Ali Raza

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