I want to introduce a project I’ve been working on for a couple of months now, Gotchi Battler:
Sound on for the trailer!
Gotchi Battler is an auto battler game where 2 teams of 5 gotchis battle each other until 1 team is wiped out. Each Gotchis stats and special move will be determined by its traits. To set up a good team you’ll have to strategise what types of Gotchis mix well together and what formation the team should be in. Once you’ve set up the team you can sit back and watch your strategy play out in an epic Gotchi battle to the death!
This game is created as a different form of Rarity Farming. It aims to carry on the meta of Rarity Farming whilst also introducing some teamplay, tactics and randomness. There are elements of ARS as well, where the highest stat of your Gotchi dictates its special move, which is key to the strategy of setting up a team.
As the game is an auto battler it lends itself perfectly to being on-chain. Given a random seed a battle will play out the same way every time, meaning you can organise trustless on-chain events with provable randomness. These events could be, for example, large scale tournaments to distribute protocol rewards. The tournament could work as a double-elimination bracket, meaning each team would get at least 2 battles before being eliminated. There could be up to 4096 teams entered (this would be 20,480 gotchis) and the top 512 teams get paid. For a 100,000 GHST prize pool the payouts could something like this:
|Place||Prize (in GHST)|
Watching these tournaments play out could be a really fun community event and introduce a more engaging way to distribute protocol rewards. As the game develops out of MVP the depth and complexity can be increased to make sure the meta always stays fresh and there are new strategies being developed when setting up a team of Gotchis.
The game design document lays out the battle mechanics for the MVP including examples of how stats and mechanics are calculated. Couple of points to keep in mind:
- This is very much a first draft and every single detail at this point is mutable.
- The MVP is kept deliberately restrained in its complexity to simplify development time and to keep the game as accessible and simple for users as possible.
Yes I know, everyone is totally sick of funding requests! However, this project will require a team of people working on it so there needs to be some form of funding and I want to present a couple of different options:
This is the traditional form of funding we’re seeing at the moment. Ask for roughly $150k of funding from the DAO treasury, hire a web3 dev, a web2 dev, a designer, a game dev and build an MVP in around 3 months. Nothing wrong with this approach and I have a tonne of experience as both a technical manager and developer to deliver a project like this. I appreciate there’s a lot of fatigue surrounding this model right now though.
I continue to fund this project privately and I will contribute as much of my own time and resources as I can to complete an MVP of the project. If this option is chosen then a 10% setup fee would be charged from the prize pool for every battle/event/tournament that takes place in the game (pending IP rights from PC). This would be the riskier option for me but could turn out to be profitable if the game is popular but more expensive to the DAO in the long run.
Instead of battling each other, a team of Gotchis could battle their way through a dungeon ending with a boss battle at the end.
Instead of the Gotchis traits determining which special moves it has, each hand wearable could have its own special move. This would increase the complexity a lot but also add much more variety to the game and deepen the tactics.
Thanks for reading frens, really excited to hear the community’s feedback on the concept, mechanics and funding options