MOBA: Battle for Apple
As part of a group project, we had to create a MOBA with certain constraints, the most notable being the absence of AI (So Sorry for that).
The primary objective was to allow the Game Designers to focus on balancing the characters and in-game items.
We took inspiration from League of Legends in several aspects, including the symmetrical map, player movement mechanics, and the shop system.
Characters
We designed four unique characters, each specializing in a specific role:
- A Tank capable of absorbing heavy damage.
- A Melee DPS, excelling in close combat and dealing high burst damage.
- A Ranged DPS, allowing for attacks from a safe distance.
- An Assassin, using poison-based attacks to weaken enemies over time.
Gameplay Evolution
Initially, our plan followed a classic MOBA structure, featuring a Nexus and turrets that players had to destroy. However, we quickly realized that without minions to maintain game pacing, matches dragged on for too long. To fix this issue, we replaced the turrets with barricades, adding more strategic elements to the game.
Team Organization
Our team consisted of six members, divided into Game Designers and Game Developers:

Game Designers
- Titouan Robin
- Théo Roux
Their responsibilities included:
- Character design, including stats and abilities.
- Map creation, ensuring balanced gameplay.
- Item development and economic system design.
Game Developers
- Justine Charonnat
- Guillaume Berna
- Maxime Sanchez
- Marvin Broquere
Task Distribution
- Justine worked on the UI/UX design, developing the in-game HUD, the shop interface, and other menus. She also integrated the sound design into the game.
- Guillaume was responsible for designing the Serpent, implementing the apple juice system (handling the economy, apple trees, baskets, and the transformation cycle), and fixing bugs to polish the gameplay.
- Maxime focused on networking, managing server creation, lobby implementation, account creation using PlayFab, as well as programming character movement and interactions.
- Marvin worked on barricades, the Nexus, and the design of three animal characters: the Wolf, Bear, and Eagle.





Conclusion
This project allowed us to experiment with MOBA mechanics while adapting our game design to new constraints. The removal of AI led us to rethink our game pacing, resulting in a more strategic and engaging experience. Our focus on character roles, balancing, and a functional in-game economy helped create a unique multiplayer experience.
Download Game:
https://maxime66410.itch.io/battleforapple
https://gamejolt.com/games/BattleforApple/980967