
E-sports Godfather is a Deck-building game simulating MOBA e-sports. You will play a role as team coach and build your team. You need to train players and make strategies in various game versions, beat other teams and finally, take the Champion of the World. Be nobody, or lead your team to dominate!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
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Languages: English, Simplified Chinese
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I have a couple issues with the use of AI generation for portraits and such; that's a little beside the point. I don't know how much AI was used otherwise, but paying artists for good work is important. If you can't afford to pay artists or do the art yourself you might not be able to afford making a game. Anyway, my hot take aside: The general concept is a good one. There are a couple styles of play when it comes to what heroes you can play and how you can build your players. Overall I'm not super deep into the mechanics because a couple aspects of the design frustrate me, such as the laning mechanics all being dependent on cards. I'd love to see a little more attention being paid to that because there's a lot of nuance in actual mobas when it comes to aggro, how creeps push the lane and why, how hero abilities interact with that and with each other: I get that it's hard to abstract all of that into a champion manager style game, but I feel like it could be an opportunity for further refinement. (I get that you're a coach and getting that detailed probably would take it too far into micromanaging. A game where you take the role more directly of the player and follow them through the league would be cool though). As far as actual builds go, it seems like there's a decent amount of synergy for discard, and aside from that I think farming is better than early aggression (because targeting in teamfights is random). Other than that, spamming cards that directly hit towers seems like a good way to go (that one gold/critical hero with the 4 dmg rocket punch, and that other guy that gets a bunch of 2 dmg cards if you win a fight). I get bored and don't enjoy long stretches of playing the game because I get a little frustrated with the mechanics. I don't know if that's a feature or just my taste. Overall it's not the worst game ever made.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Core gameplay loop is solid. Would like to see more balancing, seemed like I could always win with little strategizing. In fact, I went undefeated... I didn't need to pay much attention to the counters, synergies, disadvantages.Needs improved artwork, graphics, and animations. At its highest level it would be like I'm watching an actual MOBA, complete with announcers, like other sports management games. I would still play the game if there was more in-depth theory-crafting, even though playing the matches itself feels slightly tedious.
游戏总体不错,但是价格偏高,游戏内容体量也就价值三十左右
免费 有中文 没成就
Makes no sense even with the tutorial.
其实这个玩法和LOL手游经理有所类似,只是说英雄搭配方面需要自己探索一下,当然希望能否开发出自动跳过比赛,因为我感觉一局耗费的时间有点久!
Démo avec une bonne durée de vie.
ITS a rouge like with a moving board nice. Great Role play story
神作!
好玩
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.6M | 4.6K | 91% | $19.99 | |
| — | 0 | — | — | |
| $469 | 6 | 33% | $3.99 | |
| $0 | 3.5K | 77% | Free | |
| $0 | 0 | — | Free | |
| $1.3M | 2.9K | 75% | $11.99 |