Info about Teamfight Manager:

Official game description:
Teamfight Manager is a game where you become a coach who manages a virtual eSports pro-game team.  
Help your team grow efficiently and work out the best strategy to win the world championship title!  
**· Pick & Ban System**  
Find the best combination of champions among many of them. Be mindful of the champions your players pick frequently, the champions your opponents pick often, and the compatibility of the combination to achieve the best results.  
**· Match Process**  
Each champion follows deathmatch rules of fighting for 1 minute, and the team with the higher number of kills wins.  
**· Champion**  
Each champion has his/her unique characteristics. Every champion possesses 1 basic skill that can be used during the cooldown and an Ultimate that can only be used once per one set. In order to win the match, you will have to exercise good judgment on the basic abilities and the characteristics of the skills each champion has, and select the appropriate one based on the situation.  
**· Managing Players**  
You can build a stronger team either by recruiting better players or by training existing players. Each player has different attack/defense abilities and champion skill levels. Some players have traits that even allow them to possess differentiating skills. Take the team's fund and the players' skills into account to effectively manage the players.  
**· Team Growth**  
You can provide a better environment for the players by building equipment or improving the facility. Provide your team with equipment that offers excellent performance and creates an outstanding environment for the top players to perform at their very best.  
**· Multiplayer**  
You can play 1v1 friendly matches, or invite up to 10 friends to play in a league. Find out who is the best manager.  
Now you're all set to lead your team. Best of luck to you on your journey to win the world championship!

Release date: Mar 1, 2021

Categories: Esports Simulation, Team Management, Auto-battler, Strategy, Management Simulation, Pixel Art Style, Single-player, Multiplayer


- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $5.00 - $10.00
  - Reasoning: The reviews give mixed but mostly price-cautious signals. One player explicitly says the game is 'well worth the price tag,' supporting the idea that the current asking price is acceptable for engaged players. However, two separate reviewers describe the full price as a barrier: one kept the game on a wishlist specifically waiting for a discount that never came, and another states the base price feels 'a bit expensive' and advises less-interested players to wait for a sale. This pattern suggests the community's fair base-game price sits somewhat below the current full price, clustering in a budget indie range where an impulse buy is easy but a full-price commitment feels steep. Reviews complaining about matchmaking, mirror matchups, and mobile-like gameplay were treated as non-price concerns and excluded.
- Playtime Metrics:
  - Game completion: 15.0h
  - Story completion: N/A
  - Session length: N/A
  - Endgame: N/A
  - Reasoning: The 10-20 hour pre-championship estimate, the ~13 hour first-world-championship report, and the 30+ actual-hour one-playthrough report all describe completing a championship run in Teamfight Manager. I use 15 hours as a central estimate within the narrower 10-20 hour report while noting the wider variance. No numeric evidence supports a story completion, typical session length, or endgame duration; the game is explicitly described as having no story, so storyCompletion is null, and sessionLength/endgame are null.
- Time-to-fun:
  - Summary: Teamfight Manager is reported as immediately addictive for players who enjoy management, drafting, and esports progression, with many getting hooked quickly and finding strategic preparation rewarding. However, a notable minority report early boredom, long grinds, and late-game chore fatigue, so the positive time-to-fun profile is not universal.
  - Stance: Fun immediately
  - Anchor: N/A
  - Time to anchor: N/A
  - Friction: Long, boring stat grind; Equipment gamble grind; Early game: about 14 straight battles; Boring scenes with no fast-forward; Multiplayer-blocking bug; Late-game chore fatigue
  - Unlock drivers: Multiplayer with friends improves drafts and coordination; Strategic preparation and training adjustments; Small victories building toward larger ambitions; Continuous updates; Drafting phase evolves with the competitive environment; Meaningful decisions tied to competitive improvement
  - Conditions: Interest in sports management simulations and strategic planning; Enjoyment of competitive gaming culture; Playing with friends or in multiplayer; Tolerance for stat and equipment grind; Appreciation for draft or ban-pick style gameplay; Commitment across multiple seasons; Continuous updates or patches; Price sensitivity
- Player Archetypes:
  - Esports Management Sim Devotee (buy)
    - Motivation: Building and leading a team through seasons toward championship success.
    - Playstyle: Indirect management: recruiting, training, and preparing rosters rather than controlling units in matches.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Overwatch; League of Legends
  - MOBA Draft and Meta Strategist (buy)
    - Motivation: Solving the evolving meta through drafting and composition theorycrafting.
    - Playstyle: Analytical drafting and banning, adapting picks to the current meta and opponent tendencies.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: MOBA armchair player; League of Legends fan
    - Reference games: League of Legends
  - Multiplayer League Organizer (buy)
    - Motivation: Sharing a competitive league experience and coordination with friends.
    - Playstyle: Organizing and running multiplayer leagues with coordinated drafts and joint roster decisions.
    - Experience: mixed
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Solo Casual Value Seeker (sale)
    - Motivation: Relaxed, low-cost management entertainment that fits short, interrupted sessions.
    - Playstyle: Casual solo sessions played in short bursts, prioritizing accessibility and value over deep optimization.
    - Experience: mixed
    - Purchase stance: sale
    - Labels: N/A
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Fun and addictive gameplay (weight 0.71): Many players find the game fun, addictive, and a good time killer. The core loop keeps players engaged and wanting to play more.
- Dynamic meta and patches (weight 0.57): Regular patches and meta changes keep the game fresh and strategic. The evolving hero pool and balance updates add replayability and require players to adapt.
- Excellent ban/pick system (weight 0.5): The ban/pick (BP) phase is highly praised as deep, strategic, and the core of the game. It requires skill and understanding, and is considered the best among esports simulators.
- Deep strategic team management (weight 0.47): Players enjoy the depth of team management, including training, recruiting, and strategic planning. The systems are approachable yet deep, offering a satisfying progression.
- Authentic esports coach fantasy (weight 0.38): The game fulfills the fantasy of being an esports team coach, making players feel like they are managing a real team. This immersion is a key appeal.
- Champion diversity and balance (weight 0.26): The game offers a wide variety of champions with distinct roles and balanced design. This allows for many team compositions and strategies.
- Strategic counterplay and adaptation (weight 0.25): Counter-picking, adapting to bans, and exploiting AI tendencies provide deep strategic satisfaction. Winning through superior drafting is thrilling.
- High replayability and depth (weight 0.23): The game offers many viable strategies, champion combinations, and dynamic systems, leading to high replayability. It has more complexity than it first appears.
- Realistic esports simulation (weight 0.22): The game realistically simulates esports, including league standings, competitive trends, and real player names. This adds to the immersion.
- Immersive and engaging battles (weight 0.21): Watching simulated battles is entertaining and exciting, with close wins and comebacks feeling joyful. The AI behavior adds to the enjoyment.
- Accessible yet complex (weight 0.2): The game is easy to pick up but offers deep systems for those who invest time. It strikes a good balance between accessibility and depth.
- Fun early game and progression (weight 0.19): The early game and initial progression are enjoyable, with a clear goal and engaging climb through the leagues. Many players find the first hours fun.
- Developer support and updates (weight 0.19): The developer is responsive, fixing bugs quickly and continuously optimizing the game. Regular updates improve the experience.
- Multiplayer enhances experience (weight 0.17): Adding multiplayer made the game much more fun and allows for adaptive drafts and coordination with friends. It is significantly better than single-player.
- Balanced and fair gameplay (weight 0.17): The game is generally well-balanced, with champion balance and minimal bugs. Outside influences have little impact, focusing on skill.
- Good value for price (weight 0.16): The game is considered worth its price, offering cost-effective immersion for many hours. It is a good indie game that satisfies.
- Positive reception for indie quality (weight 0.15): The game is well-made and polished for an indie title, exceeding expectations. It is recommended by many players.
- Simple and concise design (weight 0.14): The game is straightforward and concise, especially compared to its sequel. It is easy to understand and play without needing guides.
- Pixel art and presentation (weight 0.13): The pixel art style is charming and detailed, contributing to the game's appeal. The presentation is simple but effective.
- Customization options (weight 0.12): Players appreciate the ability to customize team names, logos, and player names. Mods further enhance this flexibility.

Common complaints:
- Repetitive and boring gameplay (weight 0.75): Game gets boring quickly with repetitive seasons, matches, and lack of innovation. Every season repeats endlessly, making it a grind.
- Shallow gameplay and management (weight 0.75): Gameplay depth is shallow, with few variables to consider. Management is limited to recruitment and random equipment draws, lacking depth.
- Poor player AI and unit behavior (weight 0.62): Unit AI is dumb, e.g., ulting when no enemies are near, diving 1v3, not focusing threats, and running away. Player units often underperform compared to enemy AI.
- Balance issues and meta problems (weight 0.48): Balance is off with heroes like archer and ninja being nerfed to unplayable, and new heroes overpowered. Meta is straightforward but counter-picks rarely worth it.
- Training players ineffective vs recruiting (weight 0.41): Training existing players is slow and inefficient; signing new players is easier and more effective. Development feels pointless as players are eventually replaced.
- Random equipment crafting unrewarding (weight 0.38): Equipment crafting is like gambling, too random, and often yields garbage or common duplicates even with full materials. Long roulette animation and no combination recipes.
- Mental training and traits gambling (weight 0.32): Spending 2,000 gold on mental training often yields no result or bad traits. Trait system is random and gimmicky, with bad traits crippling teams.
- AI ban/pick incompetence (weight 0.31): AI bans its own most-played champions, picks non-mains, and fails to understand the meta, leading to clumsy bans and picks. Collects strange data and sometimes makes poor decisions.
- Money too hard to earn (weight 0.31): Money is hard to earn despite many expenses, making it difficult to recruit or upgrade. Economy system is broken with bottlenecks.
- Stats and optimization don't matter (weight 0.31): Stats don't influence combat outcomes; only drafting matters, making stat optimization pointless. Higher stats and preferred picks don't prevent losses.
- Infinite loading and technical issues (weight 0.24): Severe infinite loading issues, including during ban/pick and after schedules, preventing progression. Cloud saves don't work and start button is unclickable.
- Player growth caps and aging (weight 0.24): Player growth stops at age 21 or goes negative at 24, and starting players hit stat ceilings, forcing constant recruitment. Aging curves make long-term growth difficult.
- Lack of content and updates (weight 0.24): Game lacks content and innovation, with only new characters added. Updates are infrequent and game appears abandoned.
- Lack of player trading and transfers (weight 0.2): No transfer mechanism between teams; all players must be obtained through gacha. No trades, so cannot take opponent's ace or trade promising players.
- Recruitment expensive and limited (weight 0.2): Recruiting new players is costly and increasingly expensive, with no way to specify proficient champions. Recruitment windows are restrictive.
- AI picks and bans predictable (weight 0.16): AI bans the same heroes every time and has no variation, leading to repetitive fights and a fixed victory formula. Drafting feels like rock-paper-scissors.
- Music and soundtrack lacking (weight 0.15): Soundtrack is lacking with only one track, making it boring. Music can cause drowsiness and some tracks are redundant.
- Poor lobby experience and negativity (weight 0.14): In the lobby, cheering or speaking strongly gets you insulted, making you feel bad. Player feedback is exaggerated and negative regardless of coach's words.
- Swordsman ultimate imbalance (weight 0.11): Player's swordsman ultimate often only kills one low-health target while enemy swordsman ultimate hits two every time. Swordsman ultimate pierces and can kill two enemies at once.

Gameplay feedback:
- Core drafting ban/pick gameplay (weight 0.47): The game centers on a pick and ban phase where players draft heroes and counter-pick before matches. This includes captains mode-style drafting and is a demanding core mechanic.
- Esports team management simulation (weight 0.45): The game is an esports team management simulation where players take on the role of a manager, coach, or organization builder. It involves managing an esports team with various strategic elements.
- Hero balance patches with buffs/nerfs (weight 0.15): Balance patches regularly adjust hero stats, buffing or nerfing characters based on win rates. These patches affect hero viability in the meta.
- Player recruitment and transfers (weight 0.15): Players can be purchased, sold, and recruited using money. Recruitment involves evaluating player talents and stats.
- Multiplayer drafting against friends (weight 0.14): The game features a multiplayer mode where players can draft against friends. Multiplayer adds a competitive and social element to the drafting experience.
- AI opponents and bot matches (weight 0.13): Players can face AI opponents in various modes, including bot matches. AI controls both sides in some scenarios, providing practice or solo play options.
- Draft simulator with progression (weight 0.11): The game functions as a ban and pick simulator that includes player collection and training. It combines drafting with team-building and development elements.
- Deep management with stats and equipment (weight 0.09): The management simulation includes player stats, training, traits, and equipment crafting. Roster registration and player conditions are also managed, with player value fluctuating with age and form.
- Player development through training (weight 0.09): There is a player development system where players improve through training. This nurturing system allows players to grow and increase their value.
- Character traits influence AI behavior (weight 0.09): Players have traits that affect their combat targeting and AI behavior. For example, some prioritize low HP targets, some randomly switch targets, or flee at low HP.
- Auto battler gameplay element (weight 0.09): The game features auto battler gameplay, where players assemble teams that fight automatically. This adds a strategic layer to the drafting and management.
- Single-player mode available (weight 0.08): There is a single-player mode, and the game can be played solo. Some auto battler modes are also single-player only.
- Varied match formats 2v2/3v3/4v4 (weight 0.08): The game includes battles with different team sizes, such as 2v2, 3v3, and 4v4. These formats add variety to the tactical gameplay.

Performance notes:
- Infinite loading makes game unplayable (weight 0.04): The game becomes unplayable due to persistent infinite loading issues. This is a major blocker that affects the overall playability.
- Out-of-memory game crash (weight 0.04): The game crashed due to an out-of-memory error, killing the process through memory exhaustion. This indicates a critical stability issue requiring significant memory resources.

Recommendations:
- Great value and affordable price (weight 0.22): Numerous reviews highlight that the game offers excellent value for money, is cheap, and is worth buying especially on sale. It is often described as one of the best value purchases on Steam.
- Recommended for strategy and management fans (weight 0.19): The game is recommended for players who enjoy strategy games, management simulations, and sports team management. It appeals to those who like planning and building without overly complex mechanics.
- Strong appeal for esports and MOBA fans (weight 0.17): Fans of esports, MOBA games like League of Legends, and hero-based games such as Overwatch will find the mechanics intuitive. The game is especially recommended for those familiar with competitive gaming culture.
- Excellent for draft and autobattler lovers (weight 0.16): Players who enjoy drafting in League of Legends, autobattlers, and thinking about team compositions will appreciate this game. It is considered the peak of auto-chess by some and highly recommended for drafting enthusiasts.
- Mixed reviews and overall recommendation (weight 0.16): While many give a simple recommendation, some rate it 5/10 and do not recommend it. There is a range of opinions, with some hoping the game improves despite inconveniences.
- Casual and short experience (weight 0.14): The game is considered suitable for casual time-killing and offers a brief experience rather than a deep, long-term simulation. It is not recommended for those expecting complex mechanics typical of big-budget management games.
- Learning curve without hand-holding (weight 0.1): The game is recommended for players who love to figure things out and can handle initial confusion, but not for those who want their hand held or expect to win immediately. Discovering things on your own without guides is encouraged.
- Worth buying on deep discount (weight 0.1): Several reviewers suggest waiting for a sale or buying at a discount, with some noting it is worth buying at $5 or less. The game is seen as a cautious buy that has promise but also many disliked aspects.
- Limited replay value and longevity (weight 0.09): Some players find the game worth playing only until winning the first league and Worlds a couple of times, or only for a short time. It is not worth the time investment for everyone.
- Wait for the sequel (weight 0.09): Several reviewers suggest skipping this game and waiting for the second game to come out, and if the same issues exist in the new game, skip that one too. The first game is not worth playing unless necessary for the sequel.
- Ban and pick recommendations (weight 0.08): Players recommend banning ninja and ghost if you have a ranged core, banning fire mage if you have many melee, and prioritizing proficient heroes over meta answers. These strategic tips can improve success.
- Multiplayer and playing with friends (weight 0.07): The multiplayer mode is highly recommended for fun, and playing with several friends to create your own league is a strong selling point. It adds significant enjoyment when shared with others.
- Better alternatives exist (weight 0.07): Some reviewers do not recommend the game because better alternatives exist for team manager or esports manager games. It may also be disappointing for those seeking management simulation fun.
- Requires some esports knowledge (weight 0.07): The game is recommended for players with some understanding of esports, as it enhances the experience. Those familiar with coaching traditional sports teams may also enjoy it.
- Suggestions for improvement (weight 0.06): Players suggest adding double speed, an official Chinese version, and a mobile version to make the game more popular. Other MOBA developers should learn from this game's approach.
- Modding and community fixes (weight 0.06): Using the mod together with a team logo mod is recommended, and the game is suitable for players with some experience playing modded games. These additions enhance the experience.
- Stats optimization has no effect (weight 0.04): Do not bother optimizing player stats or growth as it has no effect on the game. This makes certain management aspects pointless.
- Buy legitimate copy for updates (weight 0.04): Pirate players should buy the legitimate copy because subsequent updates are guaranteed. Supporting the developers ensures continued support.
- Achievement hunters should plan ahead (weight 0.03): The game is recommended for achievement hunters, but they should look at achievements before playing to optimize their approach. This helps avoid missing missable achievements.

Other player notes:
- Anticipated Sequel in Development (weight 0.31): Players are looking forward to a sequel, which is planned or already in development and may release soon. Many reviewers mention that Teamfight Manager 2 is coming to early access, and some played the first game while waiting for the sequel's full release.
- Esports Manager Genre Comparisons (weight 0.19): The game is compared to other esports team management sims like Teamfight Manager 2, Esports Godfather, and Gladiator Manager, often unfavorably. One reviewer considers it one of the better ones despite a poor market.
- Lack of Chinese Localization (weight 0.18): The game currently lacks an official Chinese version, requiring players to use translation tools or third-party localization that may be machine-translated. Some note that official Chinese localization was added later, but it was initially absent.
- Hero-Based MOBA Comparisons (weight 0.17): The game is compared to hero-based titles like Overwatch and League of Legends due to similar elements. Some describe it as a MOBA-like experience, with drafting and matchups reminiscent of Dota or League team fights.
- Small Scale Pixel Art Game (weight 0.17): The game is small in scale with a small download size, featuring detailed pixel art graphics and character portraits. Some reviewers normally avoid pixel graphics but find this one acceptable.
- Mod Support and Customization (weight 0.17): Mod support allows using real team names, and a mod is available that replaces player names with real pro player IDs. The 1.3 update added custom team name and icon functionality, and one reviewer created 52 pixel icons for real teams.
- Indie Game by Small Studio (weight 0.15): The game is an indie title, likely made by a small studio, specifically developed and published by Team Samoyed, a small Korean team.
- Unfavorable Comparison to Sequels (weight 0.15): Some reviewers compare the game unfavorably to its early-access sequel or other esports manager titles like Esports Godfather. However, others find it easier to get into and more concise than the sequel.
- Short Play Sessions and Length (weight 0.13): The game has short play sessions and is not very long, offering around 10-20 hours for pre-championship flow and 30-40 hours of enjoyable play. Winning the World Championship marks the end of meaningful progression for some.
- Regular Seasonal Updates and Patches (weight 0.12): Regular patches refresh the mechanics and give the game a new feeling each season, with season updates changing the hero pool. Patch notes indicate many planned content updates including hero additions.
- Affordable Price and Discounts (weight 0.12): The game is sold at a cheap price and was sold at a discount at the time of purchase. However, some feel the price is high at full price, though given its price, the game is very complete.
- Progression and Rewards System (weight 0.12): The game has a progression system implemented, with currency like fight money and league prizes, championship rewards including useful items, and sponsors providing additional money for certain outcomes. Auto-saves after each match allow save-scumming for single matches.
- Real Esports Player Names (weight 0.11): The game features real player names or includes many real e-sports player names, often generated from real Dota 2 and League of Legends pro names. A mod is available to replace player names with real pro player IDs.
- Limited Content Variety (weight 0.11): Content variety outside of drafting and matchups is limited, and there is no multiplayer ranked mode. Some criticize it as a ban/pick simulator or rock-paper-scissors game, and note the absence of a simple roadmap or post-launch support.
- E-Sports Fandom and Parodies (weight 0.1): The game includes funny parodies of real eSports orgs, referencing OG and TI8 glory. The reviewer compares the experience to esports fandom and mentions GG is clearly a reference to IG, and they did not see RNG.
- Full Release Despite Early Access (weight 0.09): The game is a full release, not in Early Access, though some question how much it was playtested. It is compared to early access expectations but is a complete launch.
- Idle Game in Manager Format (weight 0.08): It is described as a typical idle game wrapped in a manager format, with limited mechanics and map changes added in patches. Some find it plays like a mobile game.
- Competitive Scene and Tournaments (weight 0.08): There is a competitive scene with tournaments organized via Discord. The game captures the strategic side of esports competition and is suitable for those who understand how esports works.
- Localization Issues Beyond Chinese (weight 0.08): German localization needs improvement, and the game is not translated into French but is not very complicated to understand. There are no English reviews in the making of this.
- Future Updates and Post-Launch Support (weight 0.08): The reviewer notes there is room for updates and changes, and future updates are announced to include pre-match interviews and a trading board. The game has so far not gone down a DLC rabbit hole.

Emotions:
- Frustration (weight 0.21): Players feel frustrated due to losing despite having statistical and strategic advantages, often because AI teammates make poor decisions or are outright idle. The game's balance, random luck-based systems, and lack of control during matches further compound this, making wins feel dictated by hero picks or RNG rather than skill.
- Disappointment (weight 0.2): Disappointment stems from the game feeling like an unfinished product with shallow management systems that fail to meet expectations set by the manager wrapper. The progression, hero development, and equipment crafting systems are unrewarding and random, while the lack of post-launch support and meaningful esports moments leaves players feeling let down.
- Enjoyment (weight 0.08): Players find enjoyment in the strategic ban/pick phase, team building, and the arcade-y fun of watching pixelated battles. The ability to experiment with compositions and outsmart opponents provides a satisfying and immersive coaching experience.
- Boredom (weight 0.06): Boredom arises from repetitive gameplay loops, lack of AI variation, and excessive grinding with no skip options. The game becomes monotonous once an optimal strategy is found, and the long season structure with meaningless matches leads to a dull experience.
- Excitement (weight 0.06): Excitement is driven by the rewarding feeling of winning through careful preparation, the dynamic multiplayer mode, and the anticipation for the sequel. Unique champion designs and the psychological battle in ban/pick also contribute to the thrill.
- Satisfaction (weight 0.04): Satisfaction comes from successfully executing carefully planned strategies, rebuilding a team to win championships, and the deep game systems that allow for many combinations. The pick/ban phase and the coach fantasy are particularly fulfilling.
- Dissatisfaction (weight 0.02): Dissatisfaction is caused by limited character growth, shallow strategic depth in ban/pick, and a lack of meaningful AI counter-strategies. The single game mode and gacha-based recruitment also detract from the experience.
- Anticipation (weight 0.02): Anticipation is centered around the upcoming release of the sequel, Teamfight Manager 2, and the developer's future projects. Players are eager to see how the game evolves.
- Surprise (weight 0.02): Surprise stems from the game exceeding expectations, revealing unexpected depth, and matching player preferences better than anticipated. The quality and hidden complexity caught players off guard.
- Annoyance (weight 0.02): Annoyance is caused by minor but irritating issues such as unskippable cutscenes, missing hotkeys, poor ban/pick AI, and lack of customization options like outfit changes. These small flaws add up to a frustrating experience.
- Amusement (weight 0.02): Amusement is derived from humorous in-game events, such as AI making ridiculous compositions or players being called out for abusing hidden picks. The realistic and cruel settings of player management also provide dark humor.
- Fun (weight 0.02): Fun is found in the strategic elements of drafting, hero synergy, and figuring out the meta after patches. The initial hours of gameplay and the thrill of counter-picking contribute to an enjoyable experience.
- Hope (weight 0.02): Hope stems from the belief that the game has room for improvement and that future updates will address current issues. Players look forward to optimizations and new features.
- Interest (weight 0.02): Interest is sparked by learning champion interactions, data-driven gameplay, and the diversity of champions. The game's depth and engaging systems keep players curious.
- Anger (weight 0.01): Anger is fueled by unbalanced gameplay where picking strong characters is all that matters, and AI differences make the game feel unfair. Poor teammate performance and the desire to take control themselves exacerbate the frustration.
- Engagement (weight 0.01): Engagement comes from passionately rooting for a team and the addictive progression from amateur leagues to winning the World Cup. The rewarding nature of the game keeps players invested.
- Addiction (weight 0.01): Addiction is driven by the game's knack for making players lose track of time and its strategic depth. The addictive loop of playing and improving keeps players coming back.
- Confusion (weight 0.01): Confusion arises from unexplained game mechanics, such as weird bans in smaller modes, cloud save issues, and contradictions in team management goals. Players struggle to understand certain design choices.
- Love (weight 0.01): Love is expressed for the process of learning synergies, counters, and team construction for ban/pick. The game has become a favorite among auto battlers for its depth and engaging systems.
- Sadness (weight 0.01): Sadness is caused by having to release hard-trained newcomers for veterans and failing sponsorships. These emotional moments in player management evoke genuine sorrow.}