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Puzzle and dragons tier list 20152/25/2023 This rather simple and even dated mechanic is the primary progression vector and does leave the game feeling somewhat limited and repetitive. To progress, the player must gain the requisite Stars to unlock the next island. The player progresses through a set of archipelago islands, where each island contains a set of levels. Units, Spells and Items: Collectable and upgradable itemisation.Ĭlash Quest’s two main progression vectors are a saga map and upgradeable items, including troops.Map: A saga map-like level progression system.Contains Elixir, Coins, Quest Tokens, Unit Items and additional Units.Ĭlash Quest features two key progression vectors: Star Chests: Rewarded after clearing a stage for the first time.League Chest: Rewarded at the end of each season.In addition, there are two types of gacha: League Tokens: Used to compete in the League (weekly tournament).Obtained through Star Chests or purchased from the Shop. Coins: A soft currency gained from Star Chests and levels, used to upgrade units and spells.Gems: A hard currency used to purchase items from the Shop.Stars: Up to three can be gained per level, used to progress along the islands.Tokens can be both purchased using Gems and obtained via ‘Daily Deals’ for free. Quest Tokens: Used to play levels when no Energy is available.Quest Energy: Used to play levels, replenishes periodically and caps at 12.The core game loop consists of the following currencies: Example spells include:įireball: A large area of effect blast that damages all within a small radius for the next few turnsĬharge: Sends all units of a single type (regardless of position) to attack enemy units. Spells have a finite number of uses (expandable through progression) and cause an instantaneous effect. Players will receive a damage bonus based on how many units attack at any one time, creating a board management strategy layer where players must manipulate the battlefield to combo units and maximise damage output.Īlongside units, players can use spells (like Toon Blast’s boosts) to manipulate the battlefield and damage their computer-controlled opponents. While unmatched units can be tapped singularly, the real strategy (and power) is achieved by combining several units, match-3 style. For example, the Prince will attack in a direct line, damaging the first unit they hit, while the Wizard will fire an area of effect fireball. With each unit having a behavior influenced by its design in other Clash titles. Once tapped, the unit (as well as all adjacent units of the same type) will attack enemies sequentially. Notice how the certain blue and yellow blocks have rocket icons on them? This is because they meet the combo requirements (5+ blocks of the same type) to cause an effect What, if anything, has Supercell learned about mobile’s biggest (and the studio’s most elusive) genre? And is doubling down on the Clash franchise, instead of new IP concepts (see Rush Wars), the right strategy for the stagnant studio?Ĭlash Quest’s core gameplay utilises traditional puzzle RPG mechanics, though unlike others in the market such as Legend of Solgard, utilises tap (rather than swipe) to match mechanics in a similar fashion to Toon Blast and the studio’s own Hay Day Pop. The title is also interesting because of the company’s history of innovation and genre reinvention over the last decade. Is Tencent, ever seeking share price growth, starting to put the pressure on?Ĭlash Quest isn’t Supercell’s first rodeo when it comes to match 3 games, both Spooky Pop and Hay Day Pop were killed by the studio during soft launch, marking the notorious red ocean genre something of a curse for the studio.īut this time Supercell are putting their most beloved franchise behind the attempt, making Clash Quest the first single-player Clash title. The slow bleed of Supercell’s revenue is most pronounced from 2015.
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