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Call of Duty: Mobile - December 21st Community Update

Call of Duty: Mobile - December 21st Community Update

https://preview.redd.it/gwff5phbom661.png?width=800&format=png&auto=webp&s=82556c2915a8cd9e1487db7abe8ce30555f3382d
Happy Holidays Call of Duty: Mobile Community!! This may be the last community update of 2020, but we are thrilled to have such a hefty and content filled post to share with you before the Holidays.
First and foremost, Season 13: Winter War is officially here and released as of this moment! Ghost, Adler, Helen Park, and others are here to take you into a Winter themed wonderland of snowboards, Prop Hunt, snow covered maps, and brand-new weapons. Check out the new trailer:
https://reddit.com/link/khtmby/video/ojnae9vjom661/player
You may have seen a variety of Holiday themed content already released over the last week, like Raid Holiday, the Holiday Redux Draw, and the Holiday Bonanza event, but so much more are on the way and releasing throughout the next several weeks. Before we dive into all of that content below and the schedule of events, let’s momentarily talk about the Public Test Build.
This was a bit of an unusual Public Test Build with 4+ versions releasing over the last week. We know it isn’t an easy or enjoyable task to uninstall, download, and reinstall the build so many times, but just a massive and heartfelt thank you to every single person out there who helped with these vital tests. You truly made a difference and helped make this release a more stable one. Thank you!!
https://preview.redd.it/0cy9nljlom661.jpg?width=1530&format=pjpg&auto=webp&s=c03d5e4b873627eeb11064564a4b50eaa19bf1d3
Lastly, if you are seeing any issues from this season release today or from the update we released over the weekend, please do keep reporting them! We may not have another community updates this month, but our teams are still checking for bugs, working on issues, and already working towards the next release in January. For now, let’s jump into the update and go over all of the new content!
https://preview.redd.it/k129zb8pom661.png?width=800&format=png&auto=webp&s=f1af60773b0fbb90929516827980a6cdc9f07e3f
Here is a quick look at all of the new events starting today and a few other new ones already running:
  • 12/20 – 12/29 ~ Raid Holiday (MP)
    • Jump into the Holiday Bonanza event to grab some new gear while playing Raid
  • 12/20 – 12/29 ~ Winter Prop Hunt (MP)
  • 12/20 – 12/27 ~ Rapid Fire Mode (MP)
  • 12/20 ~ Holiday Draw Redux
  • 12/21 – 12/29 ~ 10v10 Cookie Confirmed (MP)
    • Kill Confirmed scaled up and filled with cookies!
  • 12/24 – 12/30 ~ Sugar Rush Event
  • 12/24 ~ Fireside Draw
  • 12/28 – 01/07 ~ Nuketown Russia Playlist (MP)
  • 12/28 – 01/07 ~ Core Town
  • 12/31 – 01/07 ~ New Year Salute
  • 12/22, 12/24, 12/30 ~ Three Seasonal Challenges Releasing
*All Dates UTC
Before we dive into many of those specifics, like Grind Mode, the new functional weapons, or the Battle Pass, let’s take a quick glance at some of the major events dropping this season with this snow frosted and lovingly crafted Season 13 Roadmap!
https://preview.redd.it/m99m3macpm661.png?width=1920&format=png&auto=webp&s=4b7615ce51a26d59ab7c09da608f2c3a4c188d9a
We’ll have details on much of that below, but the easiest way to think about that roadmap is everything on the left is out right now and everything on the right is coming out some-time later in the season. The most notable of which would be On The Brink (our featured event for this season). We’ll have more on that once we return to our regular cadence of community updates in 2021!
Season 13 - Battle Pass This new Battle Pass is unique in a variety of ways, whether it is weapons, characters, or a brand-new scorestreak! First, you have the CIA operatives Adler – Mountain Drab and Helen Park – Safehouse coming over to COD: Mobile from Call of Duty: Black Ops – Cold War. Then you have the brand-new automatic assault rifle, the Peacekeeper MK2.
We also heard many months ago that you all didn’t think Ghost was available enough, so we have yet another iteration dropping in this Battle Pass 😉. Check out all of the usual information below to get a glimpse at some of the main items from this new Battle Pass:
Free Battle Pass
  • Chopper - Permafrost (tier 4)
  • Helicopter – Tracker (tier 8)
  • New Scorestreak – EMP Systems (tier 14)
  • New Weapon – Peacekeeper MK2 (tier 21)
  • HS0405 - Permafrost (tier 31)
  • Charm – Mister Ginger (tier 38)
  • Calling Card – Aftershock (tier 46)
  • QQ9 - Permafrost (tier 50)
https://reddit.com/link/khtmby/video/2z33dff7pm661/player
Paid Battle Pass
  • Ghost – Dark Vision (tier 1)
  • Man-O-War – Pack Leader (tier 1)
  • Calling Card – Loose Ends (tier 1)
  • RUS-79U - Troika (tier 10)
  • Park - Safehouse (tier 12)
  • HBRa3 - Snowstream (tier 20)
  • Golem - Siberia (tier 30)
  • BY15 – Top Dog (tier 35)
  • GKS – Pack Warrior (tier 40)
  • Adler - Mountain Drab (tier 50)
  • Peacekeeper MK2 – Blast Off (tier 50)
That is just a quick highlight of the items in this Season 13: Winter War Battle Pass. There is a wide variety of other weapons, camos, emotes, customization items, and more! Also, if you choose to go the Battle Pass Advantage route there are also four more items, including Ice Axe – Nocturnal, that you can pick up there. Lastly, just a reminder that every Battle Pass contains enough CP to make the next one free. Grab one, complete it all, and then you’ll be able to snag the next one for free!
Multiplayer Maps
You’ve seen us talking about teasing these maps for the last several weeks, but as you know we have two maps dropping this season! We have the return of Raid Holiday (from December 2019) and a snow covered and eastern variant of the fan favorite Nuketown map – Nuketown Russia.
Raid Holiday This festive and beloved Holiday themed map is live now! It first made its way into Call of Duty: Mobile alongside the first iteration of Prop Hunt, so it is only fitting now that we’ve launched it once again with Winter Prop Hunt. Turn yourself into presents, festive items, and some of the more usual Raid décor as you attempt to play an epic game of hide and seek! That’s all live now. Get on it!
https://preview.redd.it/70uwosjipm661.png?width=1920&format=png&auto=webp&s=ddc8525d6b175dcee33e3e44cb15c55738de9a91
Nuketown Russia This brand-new map from Call of Duty: Black Ops 4 has made its way over to Call of Duty: Mobile! Nuketown Russia isn’t just a cosmetic change of this beloved close-quarters map, but also features some different sight lines, tactical options, and changes that will make it feel both nostalgic and new. It has its own playlist, as noted in the schedule above, coming later! Keep an eye out for that.
https://reddit.com/link/khtmby/video/yvndqtllpm661/player
Winter Comes to Battle Royale We’ve jumped back into Battle Royale for this release and decided it could use some Winter themed updates! Ski Town has been enhanced and not only with some nice new buildings, changes, and a ski course, but also with a new vehicle – the Snowboard! You can find this vehicle in that area and thanks to its rocket fueled design you can use it to do some flashy tricks on top being able to ride around any area of the map (not just the snow). See it in action:
Hit Those Slopes
On top of that, our friends at the Garena version of CODM have made a mini game focused around this new vehicle and update! Feel free to head over to Facebook or Instagram to try that out. This is all available in Battle Royale now, so be sure to jump in and check it out.
Grind Mode Another new season means another new Multiplayer mode to try out (well almost always 😉)! This time around, we have a mixture of Kill Confirmed and Hardpoint coming in the form of Grind Mode. You’ll be tasked with collecting dog tags, just like in KC, but you have to drop them off at a deposit point.
https://preview.redd.it/iey85aoppm661.jpg?width=3000&format=pjpg&auto=webp&s=e997b0f63c017466697527e58c9c2befa95f0648
Simple right? Yes and no! The more dogs tags you hold onto before depositing the better, but of course that also means more risk of enemies taking you out and collecting them all themselves. You’ll be able to jump into this mode alongside an event tied to it in early January! Keep an eye out for it.
Seasonal Challenges This time around our Seasonal Challenges are breaking the mold a bit and not releasing with 2-3 at time each week or every other week. Until the end of the year we have one releasing per week and with a variety of worthwhile rewards to snag! Let’s check out those three below:
Blowout (12/22 UTC) This six-part seasonal challenge is focused entirely around Search & Destroy mode. Play matches, plant bombs, defuse bombs, take out enemies, use sniper rifles, and win! If you complete all of those tasks earn a few NA-45 camos, plenty of Battle Pass XP, some Weapon XP, and a unique calling card:
  • (Uncommon) NA-45 – Pinecone
  • (Rare) NA – 45 Snowframe
  • (Epic) Calling Card – Price’s Holiday
Run & Gun (12/24 UTC) This hefty eight-part seasonal challenge lives up to its names by asking you to show your mastery of using SMGs in Multiplayer matches. Take out dozens of enemies, use SMGs with various numbers of attachments, and in particular use the PDW-57 and Cordite. Complete all of this to get your hands on the brand-new SMG, the QXR! Check out all of the main rewards:
  • (Uncommon) Knife – Pine Cone
  • (Uncommon) MW11 – Pine Cone
  • (Rare) Frame – Siberia Frame
  • (Rare) Cordite – Snowframe
  • (Common) QXR
https://preview.redd.it/dkhhfq8upm661.png?width=1920&format=png&auto=webp&s=360f112e10dc28605dfc390240164fb3812e523c
Get Crafty (12/30 UTC) This eight-part seasonal challenge is all about using weapons and in Battle Royale! All of these tasks are focused around using rare, epic, legendary, or customized weapons in BR and getting kills with them. Relatively simple, but you’ll have to do a few matches to switch back and forth between rarity types (while crushing your opponents) to quickly complete all of these tasks. More Winter themed items are available to grab from this challenge alongside the usual hefty helping of Battle Pass XP. Take a look:
  • (Uncommon) Scout – Pine Cone
  • (Uncommon) PDW-57 – Pine Cone
  • (Rare) Spray – Killing Floor
  • (Rare) Helicopter – Snowblind
  • (Rare) DR-H – Snowframe
These are all rolling out throughout the next couple of weeks and before we are back with our next community update. However, there are still four more dropping in January and with some great rewards, like the Epic weapon blueprint Echo – Cold Air.
Ranked Series 8 By now you’ve likely seen that Ranked Series 7 is ending and that means rank resets are coming! This new Ranked Series will come with a variety of Winterwood weapon and item camos to acquire, like Reznov - Winterwood and also Fennec - Midnight.
https://preview.redd.it/t05x6grypm661.png?width=1920&format=png&auto=webp&s=04995b35bea87344f61bb5f27f23413ac38ed2ff
As per usual, this will drop you down a few ranks at most (not a complete reset) in order to help balance everything for the start of the new season. You may also see increased wait times in Ranked modes for the first couple of days of the new season, which is also fairly common as players climb back up the ranks. Best of luck to all competitors!
New Functional Weapons We have two new weapons coming in Season 13, the Peacekeeper MK2 assault rifle and the QXR SMG! We’ve talked a lot about these two already so we won’t spend too much time on this, especially since there is just so much in this community update, but as you may know if you read the previous sections of this update the Peacekeeper MK2 is available on launch through the Battle Pass, both a common and Epic Blueprint version.
https://preview.redd.it/8eylzpe5qm661.png?width=1920&format=png&auto=webp&s=96412e20569d456182c248ddf4974a5aa774e429
The QXR on the other hand is coming in just a few days through the Fireside Draw or through a Seasonal Challenge dropping at the same time. Many months ago, back in Spring of 2020, we committed to always releasing new weapons with a grind and paid path at the same time.
Want the fancy blueprint version with extra visual flare and some attachments already equipped? We got you! But we also always have a way to earn the base weapon itself just through playing, whether that is the Battle Pass, a normal event, or a Seasonal Challenge. Make sure to grab these great new weapons and we’ll be keeping an eye out for any balance issues.
Holiday Content Drops We have two main store releases focused on the holidays, the Fireside Draw and the Holiday Draw Redux. There is also the Siege Crate, which sure isn’t holiday themed but unique and dropping on the 21st (PT). We’ll go over some basics for those three below, but there are also a wide variety of deals dropping throughout this holiday season. Here is a glimpse:
https://preview.redd.it/rt0rqiv6qm661.jpg?width=1920&format=pjpg&auto=webp&s=2db366580b936307994b0f71840d3acbbc849214
Holiday Draw Redux As you have already seen in-game, our original Holiday Draw from 2019 has returned but with an updated AK 117 – Holidays, a brand-new AGR 556 – Tree Topper, and Grinch – Wreath Havoc. For this one we didn’t create traditional Draw video, but instead wanted to celebrate the festivity, silliness, and Holiday cheer that many of these items and characters emanate.
https://reddit.com/link/khtmby/video/vmpmmyx8qm661/player
Siege Crate It is rare for us to have any crates or offers focused purely on Battle Royale, but this is one of the most unique ones yet! Turn your tank into a piece of Cold War era heavy metal machinery! supe up your wingsuit with some brand-new visuals, and completely change the special effects of your main healing skill with the Medic BR class. Grab this one now and check out all of these new Gulag Tech items.
https://preview.redd.it/4fw302baqm661.png?width=1200&format=png&auto=webp&s=183c29476dcf56eca7253fcfb417364afdae983c
Fireside Draw If you have ever had the very specific desire to gear up like Mrs. Clause, spec out your QXR to look delightfully festive, and to have your enemies turn into elves when you kill them then the Fireside Draw is perfect for you! This upcoming lucky draw is full of holiday cheer with Scylla – Sleigher, QXR – Secret Santa, the J358 – Merrymaker, and much more! Check it out on December 23rd (PT) to see what makes this one a unique among everything else coming out this Holiday season.
https://preview.redd.it/2fonegcbqm661.jpg?width=1067&format=pjpg&auto=webp&s=89d5106fe21fadf5ed5cbcd5bb2b8bc71fcefab7
Credit Store Update Every new season release also (usually) means a new a credit store update! The one highlighted in the Roadmap, with that glamorous DR – Gold Glitter, will be coming in early January, but for this update we’ll have some perks returning alongside a variety of other items. Check it out:
  • (Uncommon) MW-11 – Heliotrope
  • (Uncommon) Cordite – Heliotrope
  • (Common) Operator Skill - Equalizer
  • (Common) Perk – High Alert
  • (Rare) Outrider - Cyberline
  • (Rare) Locus – Cyberline

https://preview.redd.it/s4r1rpocqm661.png?width=1920&format=png&auto=webp&s=d92cfad84cd416d4c2750f847cded739f81417b7
Mythic Weapon We have a brand-new Mythic weapon coming later season, similar to the Fennec – Ascended back in Season 11, and this one is uniquely designed with its own story and lore. As per usual, the Mythic is all about making something as stylish and high quality as possible, with a wide array of customization options for everything from death effects to charms.
This weapon of extraterrestrial origin is forged from a meteorite fallen from space and dropped into the cold reaches of Antarctica. MAEVWAY, one of the world’s largest weapons manufactures, got to the scene first and their scientists found that the meteorite had merged with Antarctica ice, becoming something curiously both frozen and burning.
https://preview.redd.it/3p00iehdqm661.jpg?width=1920&format=pjpg&auto=webp&s=67defec3dd81c660ea6042881a058c950dbbf95e
Of course, as an ambitious weapon manufacturer MAEVWAY sought a way to utilize this unique element and for their first attempt they’ve merged a meteorite fragment with a Peacekeeper MK2. They’ve created something that is somehow alive, frozen, and burning with magma; they’ve created The Peacekeeper MK2 – Artifact. This brand-new Mythic weapon is coming your way soon.
General Notes We’ve already seen a variety of discussions and comments over the weekend, since the update released, so we’ll do our best to quickly address those here. While we may not have a bug reports or feedback section this week, we’ll be checking over all of that throughout the Holidays and we’ll be back with presumably quite a lot on both of those in early January when we return to our normal cadence.
  • Activision Account Linking - Ghost Stealth – We’ve put out a few messages about this over the weekend, but currently anyone who links their Activision account for the first time will receive Ghost – Stealth as a consolation prize for doing that. However, we also plan to send out Ghost – Stealth to the many players who already have their ATVI accounts linked. This is a bit more manual and will likely be coming via your in-game mailbox. Keep an eye out for it!
  • Updated or New Voice Overs – Yes, we can confirm that there are more voice overs coming for pre-existing and new characters (like Ghost 😉)! Our talented VO team has been hard at work on this and you’ll start to see something around that in the near future, but those updates are not part of this S13 release.
  • Bug Reports – We are already checking into quite a few different bugs reported by the community, whether it is audio changing on weapons, textures breaking on weapons, iron sights no longer being useable, or various other issues. Keep reporting them and we’ll keep checking for them!
Support Options Lastly, we’ve mentioned multiple times how important it is to report any bugs or issues you are seeing with new updates so please make sure to reach out through any of support channels. While we do see and report bugs through community channels, it is generally only large and clearly identified issues while our player support teams can go through all kinds of reports and in a much more detailed way. Here are those main channels:
Final Notes When we come back from the Holiday break we’ll have plenty to discuss, whether it is new events coming, some of the first teasers for S14 (maybe haha), or of course bugs or feedback. There is so much more coming in 2021 and we are extremely lucky and honored to be able to have a massive number of players with us throughout all of 2020.
As you may or may not, for free to play games it is extremely unusual to have such a massive and supportive community stick around for such a long period of time. While we owe a lot of that to all of our hardworking teams continuously pumping out new content at an extraordinary rate while also always pushing to do more and more, we also owe that to all of you.
https://preview.redd.it/jjs1qs1hqm661.jpg?width=1920&format=pjpg&auto=webp&s=a73c0363d8c8d3aa4e5ae52564eee3077313caac
Everyone reading this update is part of this massive online interconnected CODM community from all over the world, whether that is on Discord, Reddit, Twitter, Instagram, Facebook, VK, or other social media areas. We appreciate all of you immensely and we will always strive to find ways to show it, like the many Holiday themed giveaways going on right now in several of the larger CODM communities.
Take care everyone, enjoy the new season, and have a wonderful end of 2020!
-Happy Holidays from the Call of Duty: Mobile Team
submitted by COD_Mobile_Official to CallOfDutyMobile [link] [comments]

[AMA] All the questions and answers from Darian's AMA on January 26th, 2021

Firstly, just want to start off by saying a big thank you to everyone who submitted great questions, but most of all, the hugest thank you in the world to u/Darian_CoC (100% the best community manager ever) for sitting down and grinding through hundreds of your questions over about 3 hours.
Due to the sheer amount of questions, putting them all here exceeds reddit's character limit, so I have put the full compilation of questions in this document here. You'll probably find a few more of the fun, personal or quirky questions are in the document, with more Clash related stuff on this post.
A load of interesting stuff was discussed, including future updates and plans for Clash in the coming year, so lots of great stuff to have a read through! We have compiled all the questions and answers into this post here for your enjoyment, and we hope you come out of this post knowing a lot more than you did previously! So without further ado, here we go:
u/non-reddituser:
  1. Is there plans to bring in a new recruitment system or is sc still trying to better it?
  2. Any plans to reduce cost/upgrade time? For me at least 2-3 weeks for upgrades is getting slightly excessive and going further than that. I can’t imagine many players will be very excited to grind it out. Especially casual players.
  3. Currently, Do you think the game is balanced ? I’ve heard quite a lot of complaints saying th13 is too easy.
  4. Any plans to add family clans features ? Like a way to add other clans to chat, white list/ black list players etc.
  5. Has a complete remake/ sequel to clash of clans ever been considered?
  6. Is sc more focused on bringing more tasks, events and in general things to do during the game or are they more focused on bringing new content like troops ,spells ,defences etc?
  7. Are you able to provide any details on what the priorities are/what is being worked on for 2021
  8. How is the cost/ sell price of magic items determined?
  9. Is there a reason as to why all the hammers cost 120 medals ,but the hero hammer is 165 and the opposite happens for books? All the books are 925 gems, but the hero book is set at 500 gems.
Answer:
  1. Regarding the Recruitment Tool, I'll have to repeat something I said a while back .First, the tool isn't developed by the Clash team. I don't say that to try and wipe our hands of any obligation to it, but it genuinely is something the Clash team has little control over. However, with that said, regardless of who the tool is made by we have tried communicating with the community about its features, and even its shortcomings. But because of the nature of social media, online posts, etc. much of that gets lost hours after it's been posted. One of the things we've repeatedly stated is that the Recruitment Tool suffers not from a lack of functionality but from a lack of transparency. The Recruitment Tool actually does a lot of the things behind the scenes that players feel there is a lack of control over. And because they don't see how those work, it can feel like it doesn't work like they expect it to. I'm not saying it's perfect - far from it. We know it could use some improvement, but the biggest area it could be improved on is helping people understand exactly how it works so people are a bit more confident in the searches it pulls up, or at least understand why it gets those results.
  2. As we add more content higher up (TH14, TH15, and beyond) we keep a very close watch on how long it takes for players to start from scratch and climb to max. We try to keep the ranges relatively similar so I would say it's a fair bet we'll adjust the upgrade times and costs in the future. In fact, that is a regular facet of the game that can be expected every so often. I can't say if it'll be once a year, or once every new TH level, but refactoring and rebalancing the costs and time are a regular part of that strategy.
  3. The game will never be 100% perfectly balanced. It's just impossible. There are simply too many moving parts, too much randomness, and too many variables to consider. We try to balance the game the best we can, based on player data as well as feedback from the community. But adding more content will always shift the balance in one direction or another. Sometimes it may skew towards offense, and sometimes more towards defence. When we see the game shifting like that, we start looking at how we can balance the game to bring it back more towards the centre. With that said, we try to balance the game more towards being offense-friendly. Now, before you get out your pitchforks and protest we're making it too easy, what I mean by this is that we try to make the game as rewarding as possible while still keeping it challenging. If defence was always OP, then the win rates would plummet. If you're unable to win, this is incredibly frustrating as a player and would cause players to leave the game. That's not a good thing. Like any other asymmetrical multiplayer game, you almost always tend to win more often than you lose. We try to maintain a degree of balance slightly leaning towards offense.
  4. A Clan Alliance/Family feature has been on our wish list for quite a few years. We simply haven't sat down to truly discuss what we want that feature to be. When we work on a new update, we have to prioritize what new features we're implementing and any additional content must thematically feel appropriate or can be fit in resource-wise (meaning time). Creating a Clan alliance feature should be more than just being able to cross chat and donate troops. That alone isn't worth reprogramming the multiplayer functionality of the game. An alliance system has to be meaningful in order to be something the players enjoy. But what that is, we still have yet to decide.
  5. No. Why create a sequel when we can just keep adding new content to the current game without creating a brand new one? What would the goal of a sequel be? As long as Clash of Clans is live, creating a sequel would cannibalize players from one game to the other. That is not a viable way of game development. Additionally, let's say you've been playing Clash for 8 years now. Now let's say we release Clash of Clans 2. If all this game is is just a prettier version of Clash, you'll be less likely to invest the same amount of time as you did the first one. So you quit Clash 2 but the likelihood of you going back to Clash 1 will be reduced. Also, let's say not all of your friends are willing to play the new one. So now that your friends aren't playing, you're more likely to quit because of split loyalties between the games.The best thing we can do is keep improving Clash so you're not forced to choose between which ones you want to play,
  6. I'd say it's all of the above, depending on the needs of the game. Content will always be the primary driver for Clash of Clans. It's where we see spikes in players returning, players being more active, etc. But in between content releases, it's good to give players more activities to do.
  7. Lots and lots of new content for 2021. Lots. And it is badass.
  8. I had an answer for this and I cannot for the life of me remember what it is. Unfortunately our Live Ops guy has left for the evening so I can't cross check with him. I'll try to ask him tomorrow and I'll post a reply here.
  9. One big reason with the cost discrepancy is due to the resources you spend to upgrade those units. The cost to upgrade a Hero uses Dark Elixir which is a much more premium resource to farm/earn compared to Gold or Elixir. It's far easier to earn Gold and Elixir for upgrading Buildings/Troops. So the cost for the Book of Heroes is to help offset that. Whereas, because it's easier to earn Gold & Elixir, the other Books are more expensive. With the Hammers, the Hammer of Heroes is more expensive because you don't need to farm the DE for it.
u/ClashDotNinja:
Answer: The Elixir Monster was a troop concept we prototyped during the development of TH12. The Elixir Monster was a troop that gained strength and size as it destroyed things. Similar to the Lumberjack, it would drop a Rage Spell after it was killed. In the end, the mechanic was really cool but way too complex for the average player. Additionally, because the unit required to make the kill attack in order to earn it's level up, with so many other troops attacking it actually rarely made a kill so it didn't morph? Mutate? Evolve? as fast as we thought it would. So it's a troop we might save for a rainy day and tweak it a bit to see if we can get it to balance correctly.
u/Drin_CoC:
  1. Is the maximum Experience level, which currently is level 500, gonna be increased any time soon?
  2. If there'll be more than 100 buildings after TH14 update, how will % be calculated? What about bases that have the 6th builder compared to the bases that don't?
Answer:
  1. We might address it in the future, but I wouldn't expect any changes to it in the next couple updates. Apart from vanity purposes it doesn't really do much else so it's not a major priority for us.
  2. We won't hit the 100 building limit just yet so we still have some wiggle room left to go before we start needing to worry about it. But it is something we are worried about for when we finally do hit that limit. We haven't found a solution to how we want to address it, but it is something that comes up every time we start working on new content.
u/LordPeter212:
  1. What is the status of World’s 2021? The entire competitive community has been eagerly waiting for news about this. We need time to plan and prepare, and if it’s not happening we deserve to know.
  2. Are there any plans to include any in game e-sports tournaments other than ESL?
Answer:
  1. We are still working on the Worlds stuff and we're inching closer to announcing the 2021 season. We've made a few changes so we're still putting the final polish on those details. But we will announce the 2021 Worlds when we're ready.
  2. There are tons of community-run events around the globe. We simply can't add them all in-game.
u/LadyB_clash:
Answer: The challenge with this is that replays are not stored as videos. So you're not actually watching an actual "replay" of the match. The game stores your screen taps that you performed when you played your game. So when you watch a replay, you are actually watching a live version of the game where the AI is simply reproducing the same screen taps. Because the pathing algorithm and AI functions the exact same way, the system can recreate the same conclusion of the game every time.
So because you're watching the AI play the game using your screen taps, it can only go forward.
u/Soft-Decision5935:
Answer: This is actually a topic of discussion we're looking at; how to make the lower TH's more engaging and less grindy to make the progression to higher levels more enticing. So we totally understand where you're coming from. It's something we hope we can address in an update this year.
u/OverSizedHamster:
Answer: Every so often, a game will become a cultural icon of the platform it's released on. For consoles that would be the Mario franchise. For MMORPG's, that would be World of Warcraft. For mobile, that's Clash of Clans. What I mean by cultural icon, is that it's a game that has lasted far longer than most others due to the sheer number of people that play it and the popular success it has had because of it.
Clash has been out for almost 9 years now. On any game platform that is almost unheard of apart from those other games that are cultural icons themselves.
I'm not sure what you mean by "good representation". But I will say this: The Clash community is possibly one of the best gaming communities. Period. It's one of the least toxic, most supportive, and fun communities I've ever had the privilege of working with.
u/301023459:
  1. Would it be possible to have custom CC's for friendly challenges implemented into the game? To further explain what I mean, lets say I have my normal raid army set up with the cc troops I would usually take. However I want to practice new armies in friendly challenges but every time I do that, I have to dump old troops and request for new troops but those in my clan who have the troops I need for my friendly challenge army aren't always online. So a feature where I could customize my own cc troops for a friendly army is what I'm getting at.
Answer:
  1. The Friendly Challenge is an interesting facet of the game that was introduced much later in the game's development history. So the functionality of it is wholly based on how the rest of the game functions with regards to troop donations, troop deployment, etc. Creating a unique set of functions for this feature is something the team sees as a priority at the moment. However, that priority could change when we start to look at what QoL changes we want to implement in future updates. Many of the changes implemented into the FC/FW features were based on QoL requests from the community so I wouldn't say it's a ruled out idea. Just not something on the production schedule at the moment.
u/purk8:
Answer: It's rather interesting that whenever we released new BH content, there was general disdain that we were allocating development resources to it. But now there is a lot of clamouring for when the next BH level will be. :-) We don't have any solid plans for BH10 yet, but we have discussed it on occasion. We're reluctant to simply just do a new level as we're still trying to decide where we want to take the Builder Base feature. We don't want to keep adding features that are already available to the Main Village; otherwise why not just keep developing the Main Village?
u/El3veN_:
Answer: I am not a programmer so I would hate to misrepresent something I know little about. You'll have to forgive my lack of correct vocabulary. There has been some API discussion recently to make certain data more accessible, though what those data are I can't say simply because I didn't understand how that process works. But I can say there has been some movement in the API discussion on the team.
u/Hellrazor:
  1. Has an increase to the 30s scout time in legend league been considered along with viewable building radiuses? This was brought up partly last year in one of the TH hour videos where Eino admitted that as new TH levels were released the allotted 30s planning time becomes more & more restrictive the more there is to consider when planning an attack. IMO increasing the time to 45s / 1min in legend league would combat this whilst also separating it from lower leagues.
  2. Are there any plans to restructure the Legend League system i.e rewards / ladder / ranks? The gems rewarded to the top 20 players in the top 3 clans is long outdated & legend trophies don’t have much use besides a visual standpoint. The day to day ladder system could also be taken further - something akin to a weekly system for example whereby your standings at the end of the week determine your placement for the next whilst still maintaining a monthly season would be less stale & more meaningful imo. Additionally ranks / badges could also be included within legend league to further develop the ranking system & possibly tie in to a rewards system somehow.
  3. How does the Eagle Artilleries target prioritisation work? According to the wiki: The Eagle Artillery targets according to a "heat map" or "hitpoint map". In other words, it targets the area with the largest density of hitpoints. However this doesn’t seem to apply most noticeably during a queen charge / walk. 5 healers for example have a greater combined HP than a maxed queen yet 9/10 the eagle will target the queen so I suspect there’s more going on here. Whilst targeting the queen over your healers is far more favourable for the attacker it can be incredibly frustrating when the opposite occurs. As far as I can tell the logic currently appears to operate under RNG although I hope & suspect I’m wrong. Perhaps someone from the dev team could elaborate on this?
Answer:
  1. While it had been discussed, at this time the team feels there's no need for it.
  2. While the LL system could certainly use some new polishing and some shiny chrome, there hasn't been anything internally proposed that has made us say, "YES! That's what it needs!"
  3. There is no RNG in how the AI targets units or paths towards a target. Every target is calculated based on the rules programmed into the algorithm. For the Eagle Artillery, yes population density does factor in. In your particular example, it could be that the Archer Queen had taken damage, where the collection of Healers now collectively had more HP resulting in a more desirable target before the AQ was fully healed again. I would need to see a specific replay of any instance before making a definitive call on what you're seeing.
u/non-reddituser:
  1. In an interview with galadon around 11 months ago you said “ Part of it is as we see a lot of activity of a lot of players returning a lot of them are coming back to their old clans” In response to why sc hasn’t added a clan name change. Has this changed, Is there a still a high amount of players returning? If not is sc planning or at least considering adding it?
  2. In the same interview with galadon he pitched you an separate section in the shop were you buy obstacles with legend league trophies. At the end of your answer you said” but, I think it’s an idea that does have some merit and all I can do is to present it to the team” did you present to the team and is there possibility we could see this any time soon?
  3. As my final question I’d like to as you if you could explain the choice of sc censoring the whole clans chat when a kids account join?
Answer:
  1. Clan name changes are still a ruled out idea for now, for the same reason. Additionally, changing your player name is one thing. That's personal to you. Changing a Clan name is something that affects the entire Clan. While sure, many Clans would be ok with the name change but what happens when members don't like the name that it's changed to? If that original Clan name had sentimental value, and someone changes it, that would feel really crappy for those who liked the original Clan name. So rather than try to come up with rules and edge cases for it, and introduce possibly more unnecessary complexity, it's simpler to prohibit for now.
  2. Nothing has come out of that discussion apart from the idea being presented.
  3. The rules for this only applies to new underage accounts created in the US. The reason for this is for compliance with new online regulations that are required for certain kinds of games. We have no control over those regulations.
u/thisisathrowawayCoC:
  1. Does the barrel shaped building where you boost super troops have a name? If not, then what did the dev team call it?
  2. Do you guys plan on adding more achievements?
  3. Will there be more single player campaign levels as part of the next update or th14?
  4. There has been an insane amount of rumours and ideas as to water based troops or gameplay. Is the dev team even considering something among those lines?
Answer:
  1. It's called the Super Sauna. The image of the modern sauna is a Finnish invention, and since we're based out of Finland, it seemed like a nice cultural touch to the game.
  2. Yes!
  3. We really liked the Winter Challenge map and plan on doing more things like that in the future. However, we'd like players to remember that Clash is a multiplayer game and designed around that idea. Adding more single player content, while fun, minimizes that multiplayer aspect so it's not a primary focus of ours.
  4. Water based troops? First time I've heard this rumour. Considering the map is based on land, a water troop would be a bit like...a fish out of water? In other words, I wouldn't listen to rumours.
u/HarrBathtub:
Answer: We have a super cool feature we're steadily working on. We're not ready to share what that is just yet, but we're hoping we can reveal and release it this year.
u/Quna_chan:
Answer: This sounds like a good idea, but moderating all the entries that would come in would require it to be a full time job in itself. Checking to make sure the map isn't broken, or doesn't have inappropriate content, or doesn't cause any problems. It's not a matter of just pulling it up on the screen and say "ok there are no middle fingers hidden in the images so it's good to go." It would require playtesting, feedback, etc.
u/Pero_Plays:
  1. Would you consider going to a 24-month instead of a proposed 18-month cycle of new TH levels to sync with World Championships better?
  2. Could we get a double deployment bar on phones?
Answer:
  1. 24 months of no new TH content is simply too long. We're really happy with the pace we've been releasing new TH levels. One of the things we have to look at when spacing out the content is how long before maxed players start to get bored and stop playing. New content is always the biggest driver of player activity, and the longer you draw out not having new content results in players becoming more likely to leave the game. The World Championship is an exciting and cool facet of Clash, but it's not the main one and only a very small number of players will ever compete in the Championships. That small percentage of players cannot dictate the pace of content progress.
  2. We tried looking at this but the UI became so small that it was super inconvenient to use, even with a stylus.
u/feareddakota:
Answer: Coming up with new and unique content will always be the challenge as we create new features. It came up when we were working on TH13, and is in discussion as we work towards TH14. And it will likely come up again as we work on TH15 and beyond. Making sure something is cool and unique is always a fun challenge, but we shouldn't make something JUST because it's unique. It has to also be fun and exciting.
u/LowScrow_Tom:
  1. Will we ever have a troop, or Super Troop, with the capability of switching from Ground to Air? (I think Ice Golem/ Ice Hound could've utilized this feature.)
  2. Without the ability to add new buildings due to percent damages, could you have a "Gear Up" feature at TH14 which would combine all Builder Huts and /or Barracks to 1 main building, which must be upgraded FIRST before being able to purchase new TH14 Defences?. (Multiple problems solved)
Answer:
  1. This is something that has been considered, like making a "Fallen Angel" Healer who is a ground troop but heals air units. This is just an idea and not something being worked on, before everyone starts saying it's confirmed. Changing a unit from air to ground or vice versa is actually pretty complicated because the pathing for ground units is different than air units as is the logic algorithm. So it's not just a matter of allowing it to swap places. But I wouldn't be surprised if we introduce a Super Troop that does do this.
  2. We've contemplated the building fusion idea in the past and we're not convinced that is a good solution.
u/Alpii69:
Answer: We had considered this idea and while it's cool, it doesn't offer quite the flexibility and variability players are looking for in a feature like this. We would want a feature like this to feel like players are able to customize their experiences. A second ability doesn't really do that as players would just choose a favourite one, then set and forget. We think there is a better way to offer that kind of customization. Additionally, balancing new abilities would be super challenging compared to new troops or new spells.
u/Immabeloverof15june:
  1. Any plans on player made maps as single player map?
  2. Any plans on mega base type mode?
  3. What are big features which aside from new troops, buildings, townhall levels?
  4. What are your plans on bringing more social features to the game?
Answer:
  1. Player made maps are never a good idea, though they sound neat on paper. We'd need some kind of moderation process to remove inappropriate submissions, and given there'd be thousands upon thousands of entries, it would require full time moderation.
  2. We see this request a lot. Again, on paper it sounds really cool. But what would the overall goal be? What would the benefits be to the Clan? There are a ton of logistics you'd have to look at. Like who would be the caretaker of such a mega base? The leader? What if the leader left or stopped playing? Co-leaders? What if they disagree with how the mega base should be laid out? Would Elders and Members have access to editing the mega base?
  3. We've got something pretty big planned this year (fingers crossed we can finish it in time). We'll announce it when it's ready. And it's a doozy.
  4. It entirely depends on what social features players want (features that aren't Global Chat or similar function).
u/sportsguy3: Could you give us some examples of new charactetroops/heroes/ideas that were very close to making it into the game but eventually didn't make the cut?
Answer: When we work on new TH content, we try to prototype new troop ideas. When we were working on TH12, we had several troops we had tested out before we finally settled on the Yeti. One of the troop ideas was a Goblin Glider. It was basically Goblins that flew in on little gliders and dropped down to attack resource storages and collectors. If I remember correctly, the Goblin Glider eventually inspired the Builder Base Hog Glider unit since we liked the glider function. But the Goblin Glider felt a bit TOO spammy.
u/NikplaysgamesYT:
  1. Do you guys have plans regarding banning accounts? I see so many times players are perma banned for “account sharing” or “account stealing” when nothing like that ever happened. Even someone in my clan was perma banned, and I see posts on Reddit all the time about this. Do you have plans to change the process of being banned or the criteria to avoid these situations?
  2. What is your opinion regarding queen walks after indirectly nerfing them so hard? This year, you guys added headhunters and super minions, both of which destroy queen walks if your not careful. Did you guys think they were OP before this update, and do you think they’re still OP now?
  3. Do you believe that the game has done a good job balancing progression? For townhall 10, IMO you guys did a perfect job, I finished my hero’s, walls, and defences at almost the same time (got screwed up since at that time there was the event where everything was half off. But for th11, I am currently almost max, just working on my last lab upgrades and walls, but I’ve been full on dark elixir for the past 3 months. Do you think progression overall is super balanced and any plans to change it?
Answer:
  1. In the near-4 years I've been at Supercell, I've had hundreds of requests from players to investigate their account ban. Out of those hundreds, I can count on a single hand how many of them were incorrectly banned due to agent error. A single hand. Time and time again such threads rarely ever reveal any kind of loopholes or weaknesses in the support recovery process and more often than not highlight how players treat their account security by engaging in behaviour that violates our Terms of Service policies. Almost every single one of those players underestimate just how accurately we can investigate an account issue. Many of them start off with a friend who let another friend do their War attacks, but most of the banned accounts have shown very suspicious activity of account sharing, buying, etc.How do these accounts get phished? It's simply because most people don't realize just how manipulative scammers/phishers are. Also most people fail to realize exactly just how much identifiable information they put out for the public to be able to see.That's the thing about scammers/phishers. The good ones rarely make their intentions obvious until it's too late. There's a reason why scamming is a multi-billion dollar industry. Good scammers are charismatic, manipulative, and convincing. They are also relying on the fact you have no idea just how useful the information you gave them really is, especially when you think the information is banal or mundanely useless.The fact they leave you blaming a lax in security instead of blaming yourself shows A) just how manipulative they are and B) how willing you are to deflect blame in order to admit to falling for a scam.Admittedly, that second one is a tough pill to swallow. No one likes admitting they made a mistake, and that's especially so when you have to face severe consequences for those actions. But as I said before, we can tell the difference between someone's compromised account vs. someone who fell victim to a scam or gave/bought/sold their account. Usually if the account is compromised, Support is fairly quick at restoring access to those accounts. But because there's no reason to voice any complaints about it, you don't read about those thousands of success stories. What we do hear about on the forums are those examples where support was unable to restore the account because they can see suspicious or fraudulent activity on the account.
  2. I still use Queen Walk at TH13 so you're asking the wrong person. I find the strategy still viable and very strong.
  3. I do think we've done an overall good job of maintaining balance. It's not perfect, nor will it ever be perfect. This is especially true as we add more content in the future. There is no such thing as a perfectly balanced multiplayePVP game. All we can do is try to balance it to the best of our ability when we release a new troop or keep an eye on the data and balance it as we see the data coming in.
u/GroddTH12:
  1. Do you intend to improve the time to update buildings and troop level TH11, TH12 and TH13?
  2. Is there a possibility to create a new hero in a new update?
Answer:
  1. Eventually, most likely.
  2. We don't want to do a new Hero with each new TH level. The earliest we will likely add a new Hero would be TH15, but that's not a guarantee.
u/clashic94:
  1. Clan War Leagues and Clan Games are monthly events that last a week. Are there any plans for introducing another monthly event that lasts a few days in between CWL and Clan Games? (Townhall Tournaments, etc.)
  2. As the army camp size increases and the possibility for more troops in battle at any given time increases, will we be seeing troops with higher and higher housing space to avoid overcomplexity?
  3. Will we be able to use two Siege Machines at the same time in the future? More than two Super Troops?
Answer:
  1. Yes. Although what that is we're not ready to reveal yet.
  2. It's unlikely we'll adjust the housing space for older troops like Barbs, however, how much housing space a troop takes up is actually an essential part of the design process as we design a new troop.
  3. Two Siege Machines would be a bit weird since you only have a single Clan Castle. Being able to deploy two and divide up the CC troops between them would genuinely be way OP. As far as allowing more than 2 Super Troops at a time, I mean, we just started allowing 2 recently! We're keeping an eye on their usage to see if allowing 3 or more would be something positive for the game.
u/confipete:
  1. Is it true that Supercell is going to remove builder base by June?
  2. Why don't war donations account for donation count?
  3. Why is builder base's attacking AI is different from Home village's?
  4. Do you consider the ideas we post in this sub while adding new features to the game?
Answer:
  1. Wait..what? Remove Builder Base? Where the heck do you guys find this stuff? We're not removing it.
  2. Part of it is because you can remove and edit War donations, at least in the War Leagues. So it would be easy to abuse to edit/remove cc troops and keep redonating just to get your count up.
  3. The AI isn't different, it uses the same logic engine as the main village. However, a big factor in what causes some issues is the Guard Post. The wandering units cause havoc with the pathing AI because the attacking units have to constantly recalculate their position and the targets it's tracking.
  4. Absolutely.
u/EyalReddits:
  1. Will we ever get a new gamemode like the builder base?
  2. Why are super troops taking up so much space? This makes them almost unusable
Answer:
  1. I'm sure there'll be new game features we'll introduce in the future. It won't be like Builder Base, but will be something completely new. In fact we're working on something that I think will be pretty enjoyable. No release dates yet, as it's a fairly complex system. But we're excited to announce it when it's ready.
  2. The housing space for Super Troops is to balance out how much stronger they are than regular troops.
u/superman37891:
  1. Can we donate super troops with gem donations, even if we don’t have them unlocked?
  2. Can we have separate clans for home village and builder base (so I don’t get kicked out of my top clan for not having a good builder base)?
  3. Add a clan search filter for CWL league (Champs 1, Champs 3, Master 2, etc.)
  4. Can we cap the level of the CC troops donated to lower town halls / CC levels? (Ex: A level 9 loon donated to a TH3 caps at level 2)? I feel this will make it easier to balance lower THs and make it more fair for those who can’t get CCs
Answer:
  1. No. Being able to donate them without spending the upgrade cost kinda defeats the purpose of spending the upgrade cost.
  2. No. Programming the logistics behind this, having separate chat UI's, Clan logs, match logs, war logs, etc. would be an absolute data nightmare.
  3. As a reflex response, my guess would be that it would lead to just those Clans at the top tiers being bombarded with invitation requests while lower clans would remain unfilled. And because they remain unfilled, it would make it harder for them to climb to those ranks, thus perpetuating a bit of a cycle.
  4. No. The levels they are donated at is intentional.
u/Luke_theGreat:
Answer: We planned out the calendar of events for a very specific reason and the timing is intentional. Having them set the same time allows players to more efficiently plan out how they upgrade and how they spend resources. Mixing up the schedule would make it more difficult for players to do so.
u/One-Decision-6110:
Answer: We never publicly reveal numbers. With regards to bots, it's a constant game of cat and mouse. We improve our systems to detect them and they improve the botting software to avoid detection. So we then improve the system again to detect them and then they improve the botting software to avoid detection. You can see how this goes on. It's one of the reasons why we do mass bans of botters instead of just individual cases. If we banned players who bot on an individual basis, it allows the bot software creators to analyse what it was that allowed them to be detected and make changes even faster. So by banning in mass groups, it slows down their development a bit.
To answer your question about using the same attack, that's not how the detection system works so as long as you're not using a bot program we don't care how often you attack with the same army.
u/mystic_coc: Hi Darian, what do you think about a new game mode in clash. It can be solo or multi (like clan base or something). You could create multiples worlds with the clash universe like a goblin village etc were we can attack the king of goblin
Answer: I'm curious, but you don't really give any kind of idea what kind of feature you're suggesting. It's like saying "have you thought of a new multiplayer game?" Yes I have, but without knowing what kind of game you want, it's kind of an impossible question to answer.
If you've made it down here, well done! I hope everyone here has learnt something new, and after reading the sheer amount of answers I'm sure you can all thank Darian for the extraordinary effort he put in (he isn't being payed for this either, he's just that amazing).
If you don't see your question on the reddit post or the document it was most likely to avoid duplicates
Happy Clashing!
submitted by GingerbreadRecon to ClashOfClans [link] [comments]

3 Quick Tl;Dr Android Game Reviews / Recommendations (Episode 160)

Happy Friday, my fellow Android gamers, and welcome back to this weekly summary of the most interesting games I played this week :)
This episode includes an interesting action RPG that plays a lot like Diablo, a very unique multiplayer strategy card game, and a PvP fighting game from a franchise that has been downloaded more than 500 million times!
Disagree with my opinion? Let’s have a friendly discussion below.
New to these posts? Check out the first one from 159 weeks ago here.
The games are "ranked" somewhat subjectively from best to worst, so take the ranking for what it is.

Let's get to the games:

Creatures of Aether [Game Size: 189 MB] (free)

Genre: Card / Strategy / PvP / Indie - Requires Online Access
Orientation: Portrait
Required Attention: Full
tl;dr review:
Creatures of Aether is a unique strategy card game where our goal is to dominate the majority of a shared 4x4 gridded board by placing a creature card from our hand on each turn.
Every card has a power number on each of its four sides. Placing a card next to an opponent’s card allows us to take it over and turn it into one of ours if the power number on our card’s side is higher than that on the opponent card’s adjacent side. Once the board is full, the player with the most cards on the board wins.
To spice things up, board tiles can have elemental types that buff or debuff any card placed on them, and some cards even have strong special powers that trigger once played. While the mechanics are easy to understand, the game is incredibly difficult to master, and I often found I had made a mistake a few turns ago that now put me in a disadvantageous situation, just like in chess.
Decks consist of eight cards, with a total deck-cost limit and a value on each card that increases the more powerful it is. This adds a nice forced prioritization that prevents us from placing all the strongest cards in the same hand.
The high-quality modern pixel art style is well-executed, and the sound design is pleasing. The main PvP mode is supported by multiple arcade modes and single-player dungeon-crawls that provide new cards or extra copies so existing cards can be leveled up.
Creatures of Aether monetizes through a $4.99 battle pass and iAPs for card packs, which create a pay-to-progress-faster advantage for paying players. However, the core gameplay is both deep and fun, and free players can still enjoy the many game-modes and simply grind for cards.
Google Play: Here
MiniReview link: Here

Raziel: Dungeon Arena [Total Game Size: 5.1 GB] (free)

Genre: RPG / Action / Co-op / Diablo-like - Requires Online Access
Orientation: Landscape
Required Attention: Full
tl;dr review:
Raziel: Dungeon Arena is a fun Diablo-like action RPG with solo and co-op dungeons, an insane amount of unique loot, neat 3D graphics, cute pets, and well-calibrated controls.
The game features 3 classes; archer, melee knight, ice priest, and although there is no character customization, we can at least switch build later in the game. As we level up, we unlock more and more skills and can gradually customize our build through one of the largest talent trees I’ve ever seen in a mobile game.
From the main city, we can meet and chat with other players, craft potions, team up for co-op dungeons, or jump into the single-player missions to slay hordes of enemies and find new loot with unique stats and set bonuses.
Raziel is a modern mobile game, for better or worse, which means lots of daily and monthly login rewards, achievements, events etc. My biggest gripes with the game, however, are that finding a team at lower levels is almost impossible and that while combat is fun, everything is too easy in the beginning.
Monetization happens through a $4.99 battle pass, a premium currency used primarily for cosmetics, and various “packs” of crafting materials and potions that go up to $19.99. There is no need to spend money on the game to enjoy it though, and while paying players definitely have an advantage in PvP, the game is primarily PvE-focused.
Google Play: Here
MiniReview link: Here

Shadow Fight Arena [Game Size: 1.2 GB] (free)

Genre: Fightign / Action / PvP / High-quality - Requires Online Access
Orientation: Landscape
Required Attention: Full
tl;dr review:
Shadow Fight Arena is a visually impressive PvP-focused melee fighting game where we collect a team of three heroes and battle it out in real-time 1v1 multiplayer matches with one hero at a time.
At the beginning of every match, both we and our opponent select which hero to start with. If our hero dies, we get to switch it out with one of the two remaining heroes. We keep going like this until we run out of heroes or have defeated the opponent’s heroes.
Each of the 16 total heroes have unique weapons, abilities, and stats that increase over time as they’re leveled up. Sometimes, we even get to select between two different upgrades, allowing us to customize each hero. Using a hero with stats and abilities that optimally counters the opponent’s hero is key to winning, and it makes combat fun and engaging.
After every match, we progress in the Arena ladder and Battle Pass progression system, both of which provide gold and hero cards used to unlock new heroes and upgrade existing ones.
The touch controls that include a left-side joystick and multiple attack and ability buttons on the right side are well-calibrated, and the punches and weapon attacks feel heavy and powerful. And with ranked, unranked, friendly matches, and AI game modes, there is plenty to dive into.
Shadow Fight Arena monetizes through a $13.49 monthly Battle Pass and hero loot boxes that allow paying players to progress faster than free players. It is all around one of the most impressive fighting games on mobile, but just be aware that while everything can be grinded, the monetization might make it difficult to progress fast without buying the Battle Pass.
Google Play: Here
MiniReview link: Here
NEW REVIEW APP: You can search and filter reviews and games I've played (and more) in my app MiniReview: https://play.google.com/store/apps/details?id=minireview.best.android.games.reviews
Outdated (replaced by MiniReview): Sheet of all games I've played so far: https://docs.google.com/spreadsheets/d/1bf0OxtVxrboZqyEh01AxJYUUqHm8tEfh-Lx-SugcrzY/edit?usp=sharing
TL;DR Video Summary (with gameplay) of last week's 3 games: https://youtu.be/bazJkOqBWLQ
Episode 001 Episode 002 Episode 003 Episode 004 Episode 005 Episode 006 Episode 007 Episode 008 Episode 009 Episode 010 Episode 011 Episode 012 Episode 013 Episode 014 Episode 015 Episode 016 Episode 017 Episode 018 Episode 019 Episode 020 Episode 021 Episode 022 Episode 023 Episode 024 Episode 025 Episode 026 Episode 027 Episode 028 Episode 029 Episode 030 Episode 031 Episode 032 Episode 033 Episode 034 Episode 035 Episode 036 Episode 037 Episode 038 Episode 039 Episode 040 Episode 041 Episode 042 Episode 043 Episode 044 Episode 045 Episode 046 Episode 047 Episode 048 Episode 049 Episode 050 Episode 051 Episode 052 Episode 053 Episode 054 Episode 055 Episode 056 Episode 057 Episode 058 Episode 059 Episode 060 Episode 061 Episode 062 Episode 063 Episode 064 Episode 065 Episode 066 Episode 067 Episode 068 Episode 069 Episode 070 Episode 071 Episode 072 Episode 073 Episode 074 Episode 075 Episode 076 Episode 077 Episode 078 Episode 079 Episode 080 Episode 081 Episode 082 Episode 083 Episode 084 Episode 085 Episode 086 Episode 087 Episode 088 Episode 089 Episode 090 Episode 091 Episode 092 Episode 093 Episode 094 Episode 095 Episode 096 Episode 097 Episode 098 Episode 099 Episode 100 Episode 101 Episode 102 Episode 103 Episode 104 Episode 105 Episode 106 Episode 107 Episode 108 Episode 109 Episode 110 Episode 111 Episode 112 Episode 113 Episode 114 Episode 115 Episode 116 Episode 117 Episode 118 Episode 119 Episode 120 Episode 121 Episode 122 Episode 123 Episode 124 Episode 125 Episode 126 Episode 127 Episode 128 Episode 129 Episode 130 Episode 131 Episode 132 Episode 133 Episode 134 Episode 135 Episode 136 Episode 137 Episode 138 Episode 139 Episode 140 Episode 141 Episode 142 Episode 143 Episode 144 Episode 145 Episode 146 Episode 147 Episode 148 Episode 149 Episode 150 Episode 151 Episode 152 Episode 153 Episode 154 Episode 155 Episode 156 Episode 157 Episode 158 Episode 159
submitted by NimbleThor to AndroidGaming [link] [comments]

WSE:CDR CD Projekt Red Analysis. Is it undervalued after the 37% drop due to Cyberpunk problems on consoles?

Background
CD PROJEKT S.A. (WSE: CDR) is a Polish video game developer, publisher and distributor based in Warsaw. CD Projekt Red, best known for The Witcher series and the recent release of Cyberpunk 2077.
The CD PROJEKT Group currently conducts operating activities in two key segments: CD PROJEKT RED and GOG.com (originally as Good Old Games).
Hierarchy
CD PROJEKT Capital Group is headed by CD PROJEKT S.A. A holding company which has five subsidiaries.
The subsidiaries are:
- GOG sp. z o.o (Similar to Steam, it is a distributor of games).
- CD PROJEKT Inc (Where all the game development happens)
- CD PROJEKT Co. Ltd (Only for selling games in China)
- Spokko sp. z o.o. (The mobile arm of CD projekt red)
- CD PROJEKT RED STORE sp. z o.o. (A new store of merchandise launched by the company)
GOG - Who have just released a 2.0 version called GOG Galaxy which subsequently entered its beta testing phase. The goal of the application is to enable players to integrate all their game shelves into a single library, to communicate with friends and to track their progress regardless of their preferred gaming platforms. Its functionality will span PC and console platforms, extending beyond the GOG.com user base. It's main selling points are that is uses the cloud, is DRM free and has a ton of old games such as Diablo, Destroy all humans etc on it's platform that Steam doesn't.
Steam is the single biggest distributor of digital games for PC, it's been dominating the market for years and has way more games than GOG does due to this. Especially as a lot of publishers do not want to host their games DRM free which GOG requires. It's very difficult to predict the future of GOG because Steam is a private company so we don't have access to it's numbers.
However the big benefit of GOG is that CD Projekt Red can sell and promote it's games directly through their own platform. The benefit being a much bigger margin on each game sold as 100% of the profit goes to CD Projekt red if a game is sold on GOG, whereas on Steam they take a 20% cut for the first $50m revenue of Cyberpunk. One third of all digital PC preorders for Cyberpunk 2077 sales were on GOG which is an incredible achievement by CD Projekt Red considering Steams dominance.
This is probably the reason why CD Projekt Red has such a huge operating margin from 30% to 50% in recent years. They are involved in the entire process of making and selling their games.
GWENT: The Witcher Card Game is the first multiplayer game developed by the CD PROJEKT Group. It has been a hugely successful and highly rated game (which is impressive considering it's their first mobile multiplayer game). The reason why this game is important for the future is because multiplayer is the key to the cash machine which is microtransactions which the card game has.
Cyberpunk was released recently and had been in development for many years. It's sold very well but less than analysts expectations and there has been serious problems on console versions which led to sony removing cyberpunk 2077 from it's PS store for the time being. This caused the companies stock to plummet 37% recently.
I'll get into the numbers at the bottom for my reverse DCF that I did.
Cyberpunk Online multiplayer will definitely come at some point within the next couple of years. The reason being is that after GTA Onlines unbelievable success and constant revenue generation for Take Two then it makes sense to try and replicate this with Cyberpunk. This multiplayer will feature microtransactions and in my opinion is the way Cd Projekt red can really make the big $$ in the future. Microtransactions for cosmetic items like in game skins or packs (like fifa) are easy to implement and have huge operating margins as they take 0 CAPEX and virtually no time to implement due to being some simple code and designs. Here's a quote taken from their 2019 Annual Report for Key Sources Of Revenue:
■ sales carried out through optional microtransactions in GWENT: The Witcher Card Game (incl. kegs and meteorite dust) via GOG, proprietors of console platforms (PlayStation, Xbox) and App Store (Apple)
Risks
There are some huge risks with cd projekt red, here are the main ones:
- Neither IP, The Wither or Cyberpunk 2077 is owned by CD Projekt since the two series are based on a series of novels and a tabletop RPG respectively. So they would need permission from these license holders (the creators I think) to be able to do other spin offs for them. While it is likely the permission will be given due to the huge successes it's not a certainty.
- CD Projekt Red relies on a couple of block busters to make 80% of their revenue and earnings. The Witcher 3 and Cyberpunk 2077 are the only revenue generates the company has (apart from GOG). If CD Projekt red messes up either of these huge IP's in the future (or like they just have with the console versions of Cyberpunk) then you can expect a huge and sudden stock price drop and potential damage to the company.
- Because of the few but huge releases, CD Projekt Red has very volatile earnings and revenue making it very hard to predict, similar to Take Two Interactive. You can see in the following picture how sales drop a lot after release.
Co-Founders and Board History
CD PROJEKT has a very long tenure of the management board, all at least 10 years and 3/5 of them 20+ years. Insiders have a significant stake in CD Projekt red's stock, including the joint CEO's. This is great news for shareholders as the insiders have a big incentive to make the company work as they have big stakes in the company.
Company shareholding structure is made up of the following people:
- Marcin Iwinski (Joint CEO & Co-Founder) is 13%
- Michal Kicinski (Ex Joint CEO & Co-Founder) is 11%
- Piotr Nielubowicz (VP, CFO) is 6%
- Adam Kicinski (President & Joint CEO) is 3%
Incentives for management:
Management goals are based 80% on net earnings and 20% on SP over the WIG index.
These are poor goals in my opinion. Net earnings can be enhanced by poor acquisitions and stock price is meaningless and should be ignored in incentives as it can produce short term motivations.
Management hit the majority of their goals for year 2019.Their goals going forward:
Goals for 2020-2025 Aggregate Net Income: 8,300 PLN or 1,660 PLN a year.
Optimistic goals for 2020-2025 Aggregate Net Income: 10,000 PLN or 2,000 PLN a year.
These goals seem too high in my opinion. Especially after their cyberpunk flop on consoles but it's still possible.
Competitors
CD PROJEKT is well known for its biggest sales on The Witcher and Cyberpunk 2077 hype. However, there’s a lot of gaming industries that compete with one another.
Thus comparing its competitors such as Take-Two Interactive, Electronic Arts (EA), Activision Blizzard has more diversified games and games produced more frequently compared to CD PROJEKT RED.
CD Projekt Red's risk in terms of competitors is releasing a big game that clashes with another big game such as GTA 6. However all gaming companies have a good tailwind right now due to COVID restrictions and microtransactions are lifting all gaming companies margins. A rising tide lifts all boats.
Industry
- CAGR 2019-2024 Video games and e-sports growth expected to be 7% (source: PWC Global Entertainment & Media Outlook 2020–2024).
- In 2019 the strongest strong growth was observed in the mobile and console segments. The former grew by 9.7%, reaching 68.2 billion USD, while the latter grew by 7.3%, reaching 45.3billion USD. The PC market reached a volume of 35.3 billion USD, having increased by 2.8%.The largest share of the global videogame market is currently held by mobile devices (46%), 80% of which are smartphone releases. Gaming consoles come in second at 30%, followed by the PC 24%. Mobile devices are projected to retain their top position, with their corresponding market volume increasing by 11.2% annually (on average) over the next three years. According to estimates, the volume of the global mobile game market will reach 93.6 billion USD by 2022 (it currently stands at 68.2 billion USD).
You can see from the above as to why CD projekt red is branching out to smartphones and China.
Reverse DCF
Here's the original post and reverse DCF because stocks does not allow images: https://www.reddit.com/UndervaluedStonks/comments/kofhq7/wsecdr_cd_projekt_red_analysis_is_it_undervalued/
Conclusion
It's been extremely difficult to project CD Projekt Red and even after doing research I am still very unsure on a bunch of variables. In my opinion the markets assumptions of CD Projekt Red's growth and margins as shown above in the reverse DCF is perfectly acceptable to me. Therefore I would not buy their shares unless they dipped to around 210 zloty~ as I don't think they are undervalued yet. given the risks.
Please comment if you see anything wrong with my valuation. This was a very difficult one for me.
Thanks
submitted by krisolch to stocks [link] [comments]

WSE:CDR CD Projekt Red Analysis. Is it undervalued after the 37% drop due to Cyberpunk problems on consoles?

Background
CD PROJEKT S.A. (WSE: CDR) is a Polish video game developer, publisher and distributor based in Warsaw. CD Projekt Red, best known for The Witcher series and the recent release of Cyberpunk 2077.
The CD PROJEKT Group currently conducts operating activities in two key segments: CD PROJEKT RED and GOG.com (originally as Good Old Games).
Hierarchy
CD PROJEKT Capital Group is headed by CD PROJEKT S.A. A holding company which has five subsidiaries.
The subsidiaries are:
- GOG sp. z o.o (Similar to Steam, it is a distributor of games).
- CD PROJEKT Inc (Where all the game development happens)
- CD PROJEKT Co. Ltd (Only for selling games in China)
- Spokko sp. z o.o. (The mobile arm of CD projekt red)
- CD PROJEKT RED STORE sp. z o.o. (A new store of merchandise launched by the company)
GOG - Who have just released a 2.0 version called GOG Galaxy which subsequently entered its beta testing phase. The goal of the application is to enable players to integrate all their game shelves into a single library, to communicate with friends and to track their progress regardless of their preferred gaming platforms. Its functionality will span PC and console platforms, extending beyond the GOG.com user base. It's main selling points are that is uses the cloud, is DRM free and has a ton of old games such as Diablo, Destroy all humans etc on it's platform that Steam doesn't.
Steam is the single biggest distributor of digital games for PC, it's been dominating the market for years and has way more games than GOG does due to this. Especially as a lot of publishers do not want to host their games DRM free which GOG requires. It's very difficult to predict the future of GOG because Steam is a private company so we don't have access to it's numbers.
However the big benefit of GOG is that CD Projekt Red can sell and promote it's games directly through their own platform. The benefit being a much bigger margin on each game sold as 100% of the profit goes to CD Projekt red if a game is sold on GOG, whereas on Steam they take a 20% cut for the first $50m revenue of Cyberpunk. One third of all digital PC preorders for Cyberpunk 2077 sales were on GOG which is an incredible achievement by CD Projekt Red considering Steams dominance.
This is probably the reason why CD Projekt Red has such a huge operating margin from 30% to 50% in recent years. They are involved in the entire process of making and selling their games.
GWENT: The Witcher Card Game is the first multiplayer game developed by the CD PROJEKT Group. It has been a hugely successful and highly rated game (which is impressive considering it's their first mobile multiplayer game). The reason why this game is important for the future is because multiplayer is the key to the cash machine which is microtransactions which the card game has.
Cyberpunk was released recently and had been in development for many years. It's sold very well but less than analysts expectations and there has been serious problems on console versions which led to sony removing cyberpunk 2077 from it's PS store for the time being. This caused the companies stock to plummet 37% recently.
I'll get into the numbers at the bottom for my reverse DCF that I did.
Cyberpunk Online multiplayer will definitely come at some point within the next couple of years. The reason being is that after GTA Onlines unbelievable success and constant revenue generation for Take Two then it makes sense to try and replicate this with Cyberpunk. This multiplayer will feature microtransactions and in my opinion is the way Cd Projekt red can really make the big $$ in the future. Microtransactions for cosmetic items like in game skins or packs (like fifa) are easy to implement and have huge operating margins as they take 0 CAPEX and virtually no time to implement due to being some simple code and designs. Here's a quote taken from their 2019 Annual Report for Key Sources Of Revenue:
■ sales carried out through optional microtransactions in GWENT: The Witcher Card Game (incl. kegs and meteorite dust) via GOG, proprietors of console platforms (PlayStation, Xbox) and App Store (Apple)
Risks
There are some huge risks with cd projekt red, here are the main ones:
- Neither IP, The Wither or Cyberpunk 2077 is owned by CD Projekt since the two series are based on a series of novels and a tabletop RPG respectively. So they would need permission from these license holders (the creators I think) to be able to do other spin offs for them. While it is likely the permission will be given due to the huge successes it's not a certainty.
- CD Projekt Red relies on a couple of block busters to make 80% of their revenue and earnings. The Witcher 3 and Cyberpunk 2077 are the only revenue generates the company has (apart from GOG). If CD Projekt red messes up either of these huge IP's in the future (or like they just have with the console versions of Cyberpunk) then you can expect a huge and sudden stock price drop and potential damage to the company.
- Because of the few but huge releases, CD Projekt Red has very volatile earnings and revenue making it very hard to predict, similar to Take Two Interactive. You can see in the following picture how sales drop a lot after release.
Co-Founders and Board History
CD PROJEKT has a very long tenure of the management board, all at least 10 years and 3/5 of them 20+ years. Insiders have a significant stake in CD Projekt red's stock, including the joint CEO's. This is great news for shareholders as the insiders have a big incentive to make the company work as they have big stakes in the company.
Company shareholding structure is made up of the following people:
- Marcin Iwinski (Joint CEO & Co-Founder) is 13%
- Michal Kicinski (Ex Joint CEO & Co-Founder) is 11%
- Piotr Nielubowicz (VP, CFO) is 6%
- Adam Kicinski (President & Joint CEO) is 3%
Incentives for management:
Management goals are based 80% on net earnings and 20% on SP over the WIG index.
These are poor goals in my opinion. Net earnings can be enhanced by poor acquisitions and stock price is meaningless and should be ignored in incentives as it can produce short term motivations.
Management hit the majority of their goals for year 2019.Their goals going forward:
Goals for 2020-2025 Aggregate Net Income: 8,300 PLN or 1,660 PLN a year.
Optimistic goals for 2020-2025 Aggregate Net Income: 10,000 PLN or 2,000 PLN a year.
These goals seem too high in my opinion. Especially after their cyberpunk flop on consoles but it's still possible.
Competitors
CD PROJEKT is well known for its biggest sales on The Witcher and Cyberpunk 2077 hype. However, there’s a lot of gaming industries that compete with one another.
Thus comparing its competitors such as Take-Two Interactive, Electronic Arts (EA), Activision Blizzard has more diversified games and games produced more frequently compared to CD PROJEKT RED.
CD Projekt Red's risk in terms of competitors is releasing a big game that clashes with another big game such as GTA 6. However all gaming companies have a good tailwind right now due to COVID restrictions and microtransactions are lifting all gaming companies margins. A rising tide lifts all boats.
Industry
- CAGR 2019-2024 Video games and e-sports growth expected to be 7% (source: PWC Global Entertainment & Media Outlook 2020–2024).
- In 2019 the strongest strong growth was observed in the mobile and console segments. The former grew by 9.7%, reaching 68.2 billion USD, while the latter grew by 7.3%, reaching 45.3billion USD. The PC market reached a volume of 35.3 billion USD, having increased by 2.8%.The largest share of the global videogame market is currently held by mobile devices (46%), 80% of which are smartphone releases. Gaming consoles come in second at 30%, followed by the PC 24%. Mobile devices are projected to retain their top position, with their corresponding market volume increasing by 11.2% annually (on average) over the next three years. According to estimates, the volume of the global mobile game market will reach 93.6 billion USD by 2022 (it currently stands at 68.2 billion USD).
You can see from the above as to why CD projekt red is branching out to smartphones and China.
Reverse DCF
StockMarket does not allow images so you will need to view my user to see the reverse DCF krisolch if you want to see it.
Conclusion
It's been extremely difficult to project CD Projekt Red and even after doing research I am still very unsure on a bunch of variables. In my opinion the markets assumptions of CD Projekt Red's growth and margins as shown above in the reverse DCF is perfectly acceptable to me. Therefore I would not buy their shares unless they dipped to around 210 zloty~ as I don't think they are undervalued yet. given the risks.
Please comment if you see anything wrong with my valuation. This was a very difficult one for me.
Thanks
submitted by krisolch to StockMarket [link] [comments]

My Big Recommendations List for the Steam Winter Sale

This has been an absolutely miserable year but finally it’s coming to an end, and even looking up now that Facebook and Google are being sued by Federal and State governments. If you played Cyberpunk I’m sure you’ll also have your fingers crossed that both companies get the sledgehammer into little pieces, with Amazon and the App Store soon to follow. Next year is up in the air right now; it could be the year XR is completely strangled by those soulless corpo’s at Facebook, or it could be the year that OpenXR, anti trust action, and consumer apathy towards VR cut their legs out from under them. Things look completely up in the air at this point. So take the holidays and enjoy VR while you still can, next year we might just be playing Valve’s Citadel while the ship goes down.
Well Steam’s Winter Sale is here and it’s a great time to pick up a lot of great games, hidden gems, and so on. This is my list of games to pick up. Some of them are the best prices these games have ever had. I categorized them by price tier, and I put a few standouts in bold either because they’re a great game or a great deal, or both.
Merry Christmas
[I also made a hardware guide for headsets and PC components, a guide to using steamVR, a guide about how to use the Index for AR, and a master acab list of great VR games, demos, and software]
The Sale ends on January 5th at 10AM PT






Also worth taking a look at, over at Fanatical they’re doing a “make your own bundle.” 2 games for $6.99, 3 games for $9.99, 5 games for $14.99
submitted by OXIOXIOXI to Vive [link] [comments]

3 Quick Tl;Dr Android Game Reviews / Recommendations (Episode 158)

Happy Friday, my fellow Android gamer - and welcome back to this weekly rundown of the best games I have played this week :)
This episode includes a brilliant new roguelike action RPG, an amazing sci-fi multiplayer RPG with a huge focus on community and player-to-player trading, and the best high-quality sandbox mech shooter I’ve ever played on mobile!
Disagree with my opinion? Let’s have a friendly discussion below.
New to these posts? Check out the first one from 158 weeks ago here.
The games are "ranked" somewhat subjectively from best to worst, so take the ranking for what it is.

Let's get to the games:

DarkZone [Game Size: 439 MB] (free)

Genre: RPG / Online / Indie / Semi-idle - Requires Online Access
Orientation: Portrait
Required Attention: Some
tl;dr review:
Darkzone is story-driven sci-fi themed multiplayer RPG with crafting, guilds, real-time and idle co-op combat, player-to-player trading, an insane amount of awesome loot, and a great community.
Before entering combat in Darkzone, we must select another player’s hero to take with us into battle. The fight itself is semi-idle, which means the two heroes attack automatically, while we can tap on monsters’ weak points to deal more damage and pick up orbs that fill up a special ability bar. Combat is fast-paced, and there are even real-time co-op boss battles too. Additionally, we gain idle progression rewards when other players use our character to help them out in their own single-player fights.
Loot equipped as gear slowly breaks down when used, so we must repair or salvage it for crafting materials used to create modification implants that can be added to new gear. Combined with the Attributes and Skill systems, this provides a deep level of character customization. Alternatively, resources can be bought and sold on a real-time player-to-player marketplace – something that is very rare to see in a mobile game.
Darkzone monetizes through iAPs that focus almost exclusively on skins and cosmetics, which means the monetization is close to perfect. Combined with the game’s heavy emphasis on social interaction and play, Darkzone is one of the most interesting online RPGs I have ever played, and is a must-try for any sci-fi RPG fan.
Google Play: Here
MiniReview link: Here

Otherworld Legends [Game Size: 273 MB] (free)

Genre: RPG / Roguelike / Dungeon-crawler / Indie - Offline Playable
Orientation: Landscape
Required Attention: Full
tl;dr review:
Otherworld Legends is a fun roguelike action RPG by Soul Knight developer ChillyRoom, featuring a high-quality pixel art-style, great controls, and an awesome melee fighting combat system with lots of different skills and unique stats for each character.
Fighting our way through procedurally generated dungeon rooms full of monsters and bosses feels great, and the many unique weapons and items that can be bought at randomly occurring shops to provide new abilities or stat boosts that last until we die, provide a constant feeling of progression. The dungeons are also very diverse in their design, and there is even a secret bonus room to find on each floor if we look hard enough.
Like any roguelike, all equipment is lost when we die, forcing us to start over from the first dungeon floor. Permanent progression is achieved between deaths by crafting stat-increasing beverages from items gathered through combat, unlocking new abilities, or by buying new heroes.
Otherworld Legends monetizes through incentivized ads and iAPs for weapon enhancers, resurrection cards, and to unlock new characters – none of which are necessary to enjoy the game.
With its multiple control options, great art-style, and fun fighting-based combat, Otherworld Legends is a must-play for any action roguelike RPG fan.
Google Play: Here
MiniReview link: Here

Astracraft [Total Game Size: 1.3 GB] (free)

Genre: Mech / Sandbox / Shooter / Racer / Arena - Online
Orientation: Landscape
Required Attention: Full
tl;dr review:
Astracraft is a fun real-time multiplayer arena sandbox mech game that lets us build wacky and over-the-top mechs by combining weapons, shields, wheels, and more before fighting it out in multiple PvP, racing, or casual game modes.
We have complete freedom to combine the many mech parts in whichever way we want, which allows for almost infinite hilarious combinations. Getting creative with our designs is encouraged by the many relaxing and co-op game modes, such as soccer or basketball, that make Astracraft less of a hardcore PvP shooter, and more of a sandbox action game.
The high-quality 3D graphics and animations look great, and the customizable controls are well-calibrated.
The game monetizes through a $20 battle pass that lasts a 3-month season, cosmetic weapon skins that have no effect on gameplay, and a few unlockable weapons that are bought using in-game gold, which we acquire through gameplay or iAPs. In my experience, the monetization does not ruin the fun for free players since most mech parts are available from the beginning, and the few unlockable weapon parts can be acquired for free.
Astracraft is the most unique and fun casual mech game I’ve played on mobile, and it’s definitely worth checking out for its many non-competitive game modes.
Google Play: Here
MiniReview link: Here
NEW REVIEW APP: You can search and filter reviews and games I've played (and more) in my app MiniReview: https://play.google.com/store/apps/details?id=minireview.best.android.games.reviews
Outdated (replaced by MiniReview): Sheet of all games I've played so far: https://docs.google.com/spreadsheets/d/1bf0OxtVxrboZqyEh01AxJYUUqHm8tEfh-Lx-SugcrzY/edit?usp=sharing
TL;DR Video Summary (with gameplay) of last week's 3 games: https://youtu.be/n_XoT7s-jGQ
Episode 001 Episode 002 Episode 003 Episode 004 Episode 005 Episode 006 Episode 007 Episode 008 Episode 009 Episode 010 Episode 011 Episode 012 Episode 013 Episode 014 Episode 015 Episode 016 Episode 017 Episode 018 Episode 019 Episode 020 Episode 021 Episode 022 Episode 023 Episode 024 Episode 025 Episode 026 Episode 027 Episode 028 Episode 029 Episode 030 Episode 031 Episode 032 Episode 033 Episode 034 Episode 035 Episode 036 Episode 037 Episode 038 Episode 039 Episode 040 Episode 041 Episode 042 Episode 043 Episode 044 Episode 045 Episode 046 Episode 047 Episode 048 Episode 049 Episode 050 Episode 051 Episode 052 Episode 053 Episode 054 Episode 055 Episode 056 Episode 057 Episode 058 Episode 059 Episode 060 Episode 061 Episode 062 Episode 063 Episode 064 Episode 065 Episode 066 Episode 067 Episode 068 Episode 069 Episode 070 Episode 071 Episode 072 Episode 073 Episode 074 Episode 075 Episode 076 Episode 077 Episode 078 Episode 079 Episode 080 Episode 081 Episode 082 Episode 083 Episode 084 Episode 085 Episode 086 Episode 087 Episode 088 Episode 089 Episode 090 Episode 091 Episode 092 Episode 093 Episode 094 Episode 095 Episode 096 Episode 097 Episode 098 Episode 099 Episode 100 Episode 101 Episode 102 Episode 103 Episode 104 Episode 105 Episode 106 Episode 107 Episode 108 Episode 109 Episode 110 Episode 111 Episode 112 Episode 113 Episode 114 Episode 115 Episode 116 Episode 117 Episode 118 Episode 119 Episode 120 Episode 121 Episode 122 Episode 123 Episode 124 Episode 125 Episode 126 Episode 127 Episode 128 Episode 129 Episode 130 Episode 131 Episode 132 Episode 133 Episode 134 Episode 135 Episode 136 Episode 137 Episode 138 Episode 139 Episode 140 Episode 141 Episode 142 Episode 143 Episode 144 Episode 145 Episode 146 Episode 147 Episode 148 Episode 149 Episode 150 Episode 151 Episode 152 Episode 153 Episode 154 Episode 155 Episode 156 Episode 157
submitted by NimbleThor to AndroidGaming [link] [comments]

3 Quick tl;dr iOS Game Reviews / Recommendations (Episode 73)

Happy Friday, my fellow mobile gamers, and welcome back to this weekly summary of the most interesting games I played this week :)
This episode includes an interesting action RPG that plays a lot like Diablo, a very unique multiplayer strategy card game, and a PvP fighting game from a franchise that has been downloaded more than 500 million times!
Disagree with my opinion? Let’s have a friendly discussion below.
New to these posts? Check out the first one from 72 weeks ago here.
The games are "ranked" somewhat subjectively from best to worst, so take the ranking for what it is.

Let's get to the games:

Creatures of Aether [Game Size: 189 MB] (free)

Genre: Card / Strategy / PvP / Indie - Requires Online Access
Orientation: Portrait
Required Attention: Full
tl;dr review:
Creatures of Aether is a unique strategy card game where our goal is to dominate the majority of a shared 4x4 gridded board by placing a creature card from our hand on each turn.
Every card has a power number on each of its four sides. Placing a card next to an opponent’s card allows us to take it over and turn it into one of ours if the power number on our card’s side is higher than that on the opponent card’s adjacent side. Once the board is full, the player with the most cards on the board wins.
To spice things up, board tiles can have elemental types that buff or debuff any card placed on them, and some cards even have strong special powers that trigger once played. While the mechanics are easy to understand, the game is incredibly difficult to master, and I often found I had made a mistake a few turns ago that now put me in a disadvantageous situation, just like in chess.
Decks consist of eight cards, with a total deck-cost limit and a value on each card that increases the more powerful it is. This adds a nice forced prioritization that prevents us from placing all the strongest cards in the same hand.
The high-quality modern pixel art style is well-executed, and the sound design is pleasing. The main PvP mode is supported by multiple arcade modes and single-player dungeon-crawls that provide new cards or extra copies so existing cards can be leveled up.
Creatures of Aether monetizes through a $4.99 battle pass and iAPs for card packs, which create a pay-to-progress-faster advantage for paying players. However, the core gameplay is both deep and fun, and free players can still enjoy the many game-modes and simply grind for cards.
App Store: Here

Raziel: Dungeon Arena [Total Game Size: 5.1 GB] (free)

Genre: RPG / Action / Co-op / Diablo-like - Requires Online Access
Orientation: Landscape
Required Attention: Full
tl;dr review:
Raziel: Dungeon Arena is a fun Diablo-like action RPG with solo and co-op dungeons, an insane amount of unique loot, neat 3D graphics, cute pets, and well-calibrated controls.
The game features 3 classes; archer, melee knight, ice priest, and although there is no character customization, we can at least switch build later in the game. As we level up, we unlock more and more skills and can gradually customize our build through one of the largest talent trees I’ve ever seen in a mobile game.
From the main city, we can meet and chat with other players, craft potions, team up for co-op dungeons, or jump into the single-player missions to slay hordes of enemies and find new loot with unique stats and set bonuses.
Raziel is a modern mobile game, for better or worse, which means lots of daily and monthly login rewards, achievements, events etc. My biggest gripes with the game, however, are that finding a team at lower levels is almost impossible and that while combat is fun, everything is too easy in the beginning.
Monetization happens through a $4.99 battle pass, a premium currency used primarily for cosmetics, and various “packs” of crafting materials and potions that go up to $19.99. There is no need to spend money on the game to enjoy it though, and while paying players definitely have an advantage in PvP, the game is primarily PvE-focused.
App Store: Here

Shadow Fight Arena [Game Size: 1.2 GB] (free)

Genre: Fightign / Action / PvP / High-quality - Requires Online Access
Orientation: Landscape
Required Attention: Full
tl;dr review:
Shadow Fight Arena is a visually impressive PvP-focused melee fighting game where we collect a team of three heroes and battle it out in real-time 1v1 multiplayer matches with one hero at a time.
At the beginning of every match, both we and our opponent select which hero to start with. If our hero dies, we get to switch it out with one of the two remaining heroes. We keep going like this until we run out of heroes or have defeated the opponent’s heroes.
Each of the 16 total heroes have unique weapons, abilities, and stats that increase over time as they’re leveled up. Sometimes, we even get to select between two different upgrades, allowing us to customize each hero. Using a hero with stats and abilities that optimally counters the opponent’s hero is key to winning, and it makes combat fun and engaging.
After every match, we progress in the Arena ladder and Battle Pass progression system, both of which provide gold and hero cards used to unlock new heroes and upgrade existing ones.
The touch controls that include a left-side joystick and multiple attack and ability buttons on the right side are well-calibrated, and the punches and weapon attacks feel heavy and powerful. And with ranked, unranked, friendly matches, and AI game modes, there is plenty to dive into.
Shadow Fight Arena monetizes through a $13.49 monthly Battle Pass and hero loot boxes that allow paying players to progress faster than free players. It is all around one of the most impressive fighting games on mobile, but just be aware that while everything can be grinded, the monetization might make it difficult to progress fast without buying the Battle Pass.
App Store: Here
Google Sheet of all games I've played so far (searchable and filter-able): https://docs.google.com/spreadsheets/d/1bf0OxtVxrboZqyEh01AxJYUUqHm8tEfh-Lx-SugcrzY/edit?usp=sharing
TL;DR Video Summary (with gameplay) of last week's 3 games: https://youtu.be/bazJkOqBWLQ
Episode 01 Episode 02 Episode 03 Episode 04 Episode 05 Episode 06 Episode 07 Episode 08 Episode 09 Episode 10 Episode 11 Episode 12 Episode 13 Episode 14 Episode 15 Episode 16 Episode 17 Episode 18 Episode 19 Episode 20 Episode 21 Episode 22 Episode 23 Episode 24 Episode 25 Episode 26 Episode 27 Episode 28 Episode 29 Episode 30 Episode 31 Episode 32 Episode 33 Episode 34 Episode 35 Episode 36 Episode 37 Episode 38 Episode 39 Episode 40 Episode 41 Episode 42 Episode 43 Episode 44 Episode 45 Episode 46 Episode 47 Episode 48 Episode 49 Episode 50 Episode 51 Episode 52 Episode 53 Episode 54 Episode 55 Episode 56 Episode 57 Episode 58 Episode 59 Episode 60 Episode 61 Episode 62 Episode 63 Episode 64 Episode 65 Episode 66 Episode 67 Episode 68 Episode 69 Episode 70 Episode 71 Episode 72
submitted by NimbleThor to iosgaming [link] [comments]

best online multiplayer games to play with friends on mobile video

Top 10 Best Multiplayer Games On Android & iOS! 2019-2020 TOP 25 (Random) Online PvP Games For Android & iOS To Play ... Top 5 New Multiplayer Games for Mobile in 2021 - YouTube Top 14 New Online Multiplayer Android/iOS Games 2019 Top 10 Best Multiplayer Games For Android & iOS 2019 ... Mobile Games You Can Play With Your Friends in 2020 - YouTube Top 10 Multiplayer Mobile Games - YouTube Mobile Games You Can Play With Your FRIENDS! - YouTube Top 8 Best Multiplayer Games On Android [2020] - YouTube

The 10 Best Online Multiplayer Mobile Games That Can Play With Friends April 28, 2020 April 28, 2020 Admin 0 Comments family , friends , games , lockdown , mobile Another extension of the lockdown in India already is that people need to be restricted to just one home.There is no information on how many days the lockdown is currently ongoing. You can either play solo against the computer or online with friends located in other places. There’s even an offline multiplayer option where you can play with your family in person passing the RELATED: 10 Best Apps & Games To Play With Friends On Your Phone 1. Joking Hazard. If you and your friends whip out a deck of Cards Against Humanity at every house party, you’ll love this online Summoner’s Wars is one of the best and most popular mobile multiplayer games there is. On the game, you can collect several different creatures and use them to make teams to fight your enemies which, of course, can be other players. It is extremely fun and intuitive, but it also offers a nice variety of activities that make it always interesting. The Clash Royale is a Popular Mobile Game Introduced by Supercell. The Game Includes the Use of Collectible Card Games, Tower Defense, and Live Multiplayer Online Battle Arena. The Game was Released Worldwide on 2nd March 2016. This online mobile Game Includes an Exclusive Fight by Two Players Owning Three Towers Each. Home App reviews Best Mobile Multiplayer Games To Play With Your Friends. Best Mobile Multiplayer Games To Play With Your Friends. By. Dean - 15th August 2017. A lot of the time when you’re at home on your phone you’re probably either scrolling through Facebook, creeping on Snapchat or Instagramming your dinner. Looking for some of the best mobile games with multiplayer that you can play with your friends online for 2020?This list of iOS and Android mobile games should help you find the perfect title that Call of Duty Mobile is the new kid on the block, and probably the best online multiplayer game currently available on mobile. It lets you play a wide variety of modes with friends, including Asphalt 9: Legends is hands down one of the best mobile racing games out there and you can play it in online multiplayer mode as well. Carrying forward the legacy of the still awesome Asphalt 8 Airborne was never an easy task, but Asphalt 9: Legends succeeds in doing so with style, more content, added customization options and more hypercars than ever. PUBG Mobile is undoubtedly one of the best online multiplayer games right now.If you’ve been living under a rock, here’s what PUBG Mobile is all about: it’s a battle royale game where 100 players drop down on an island to gather weapons and fight to become the last man (or squad) standing.

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Top 10 Best Multiplayer Games On Android & iOS! 2019-2020

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best online multiplayer games to play with friends on mobile

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