Quote Originally Posted by Cascade View Post
So, this is like DOTA then?
Call of Champions is a branching out of the MoBA formula, but specifically designed for the mobile environment.

Will it have towers, minions, jungle NPC's, stores?
There are towers, 4 per side. There are no minions, instead we have an orb that can be pushed similar to how a minion wave could be and once pushed to an enemy turret will decrease the turret's damage dealt and will slowly deal damage to the turret. There are no jungle NPCs, but there are powerups that can be shared to teammates. There is no store inside a match as there are no items to buy during a match.

Will you level up in each game, then it resets the next game you play?
There is no leveling up during the match, leveling up will take place outside of the matches. Any levels and unlocks earned will be permanent.

How many playable characters?
For SxSW we had 13 playable Champions, but we are actively expanding that roster!

Does each character have unique skills?
Every Champions has unique skills and passives designed to make them interesting and fun.

How hard has it been to balance everything thus far? (I'm assuming it's been harder than previously since there are most likely many more characters than previous STS games.)
Balance has been a fun task, it involves a lot of math and testing.

What are you doing to increase the depth of this game, seeing that the matches are only 5 minutes long?
Even though the match is only 5 minutes, there's still an idea of an early game and late game which adjust what strategies might be best, what risky tactics suddenly become necessary, and what usually safe tactics take too much time.
My replies are inline with your quote!