There's always a specific maximum level for each of player's building based on the level of their HQ. This ties the resources together as upgrading one resource production facility takes always exponential amount of resources produced by the other resource facility. To upgrade a Gold Mine player need Elixir while upgrading Elixir Collector requires Coins. What's genius about the upgrading flow is that everything is tied to one-another meaning that players can't just keep on upgrading one specific building but instead have to upgrade everything.įor example take a look at the image below. Upgrading buildings is crucial for progress as the player needs more and more resources to build bigger and better units. Same steep curve applies also to the price of upgrades. Time taken to upgrade a building depends on the building's current level so that upgrading buildings is fast in the beginning and extremely slow on later levels. This means that starting a construction, research or an upgrade takes either Coins or Elixir (never both) as well as time to finish the task. Roughly put everything that has to do with building consumes Coins while everything that has to do with troops consumes Elixir. Secondly, the automated farming mechanics encourage new players to visit the game more often as the resource facilities reach their max pretty quickly in their early stages.īuilding & Training - everything is interdependent Firstly it's always rewarding to return to the game as you can harvest all of your resources at the start of every session. The resource production is perfectly done in Clash of Clans. Nevertheless, not all of the parts of the core loop are equally important as the importance of each part is influenced by player's ongoing goal in the game, which creates different style game play styles from resource gathering and building heavy to active battling. There are three major parts in Clash of Clans' core loop: Collecting Resources, Building & Training and Battling. Despite being extremely polished and reworked on the basis of the genre benchmarks Clash of Clans has plenty of room for improvements in some key game play mechanics as well as in the virality and even monetization features. Once it's polished and the KPIs look solid it's time to come out with a bang and take app charts by storm.īut even though Clash of Clans is the best there is it's still not the best there could be. Finally, you polish the game to perfection with a limited beta launch by making the game available only in Canada. Sprinkle a new and improved game play twist and dress it up in stunning graphics. You follow up by building a game around that solid core loop. Then you benchmark and reverse engineer the best titles in that genre in order to create a strong and natural feeling core loop. First, you take an existing social game theme. What makes Clash of Clans a great game is the trademark Supercell winning formula approach to game development. Now Clash of Clansis doing the same thing to the strategy games by outclassing genre veterans with ease. First, it was Hay Day, which is Supercell'sfirst poke at farming games and hands down the best farming game on iPhone and iPad. There, you can build a new village and play the new game mode, which includes versus battles and new heroes.I see a pattern here. How to capitalize on your Archer unit This game is 5 years old - what's new?Ī May 2017 update made it so players could repair their broken boat to sail to a new island. There are Friendly Challenges wherein players from the same clan can challenge each other, but there is no loot or trophies awarded and these battles do not affect your armies.Ĭheck out these tips and tricks so that you can be victorious as often as possible. If you win, you get all of the bonus loot available if you lose, you get a third of the available bonus loot. There are several increments of bonus loot. You get bonus loot if you use your attack during the war, and the type of lute is decided by Supercell. If each team has the same number of stars, then the team with the higher destruction percentage wins. Once war begins, players receive stars based on the amount of destruction caused.Įach player gets to attack twice per war and the team with the most stars at the end of the war day wins. When you go to war, each clan gets one preparation day and one war day. Clan warsĮach clan has a leader and co-leader and only one of them can start a war. They can also be used to boost other buildings, like barracks and resource production facilities, as well as upgrade your heroes. Likely the most important resource in the game, gems let you upgrade things more quickly, speeding your builders up to free them to do other projects.
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