RIFTCLASH distills the thrill of a MOBA into a fast, brain-teasing turn-based duel. Draft a five-hero warband — one Tank, Support, Jungler, Ranged Carry, and Melee Carry — and deploy them across three lanes and a lurking jungle. Every round, both sides secretly choose all five orders, then reveal at once: push a tower, farm for levels, gank from the shadows, or commit to a clash. There are no dice — outcomes are decided by levels, roles, and well-timed abilities, so victory comes from reading your opponent and committing at the right moment, not luck. Topple two enemy towers or break their morale to win. A complete, offline, single-screen game that fits in your pocket and plays in minutes — easy to learn, deceptively deep to master.

Updated 27 days ago
StatusReleased
PlatformsHTML5
Authorpavvo78
GenreStrategy, Card Game
Tagsmoba
AI DisclosureAI Assisted, Code, Graphics, Sounds, Text

Comments

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As an old washed up league player your game really hits the spot and I enjoyed playing it so much! I would like to give some thoughts and suggestions, but please do not take them negatively to heart. It is your game and you worked hard on it and it is evident when playing. I just wanted to share my ideas. If you don't care for them then stop reading after my next line. :)

Thank you!

I think an initiative mechanic would be very beneficial. Having slow ganks vs fast ganks would add a lot of strategy to jungling that is missing currently. Also I feel that returning to lane stopping the entire enemy group in that lane is two strong. I would suggest that it stop 2 enemies in that lane instead of all, or it could even be different for different top laners. For instance something like returning to lane as x top laner stops one enemy and gains one xp instead of stopping two.

Hi JakeH3X
Thank you for the comment. It means a lot that you took the time to share your thoughts.
Regarding the fortification upon returning to a lane, that took a lot of playtesting with different variables - I am still not so satisfied with fortifying the whole lane, but I still left it in. It was in there, because once the lane is cleared, for one turn, the opposing team could just plough through the towers by selecting push and caused an imbalance rightaway. I like your idea of having a role specific to stopping that. Let me test it out and reimplement if it works.
Good point about initiative.  In the current version, I also received comments that junglers weren't really standing out. Having some sort of advantage in ganking is a good idea.

Thank you so much again for trying out my game!

I've made some changes with more playtesting. The slow vs fast ganks might need more fine-tuning on my end, but I have added in the rule that each person returning to the lane only negates one other champion. So if your full 5 man team is pushing mid, they would need 5 to counter it fully.