Just so you don’t think I’m crazy, I know most cell-phone games are terrible. A very few are somewhat interesting, and most are reskins or “I can do that, but worse.” Clash-likes stand out. The genre was born on mobile (well, FaceBook, close enough,) and there’s an actual game in there to play. Every new clash-like has a least a few things it does better or different. I’ve never seen just a reskin, since there are so many ways to make one.
There’s no good name for the genre. They officially fall under “strategy real-time MMO”, but that’s pretty broad. I tried Asymetrical Anonymous Base-Builders (AABB,) but that’s not going to stick. Clash-like is the best name, for now.
Clash-likes are one of those genres that has a lot of room for tweaks, changes or totally new stuff; but you still know one when you see one. Here’s my list of what usually makes one:
- Solo “opposite tower defense” gameplay. You attack other players, but you’re not playing head-to-head. You only fight their AI-controlled tower defense — not their army. Likewise, when someone attacks you, your offensive army does nothing. They only fight your tower defense.
- Persistent progress. Once you get something, you can never lose it. Being attacked steals some gold you were saving for the next upgrade, but otherwise your defenses spring fully back after each attack. You can stop playing for a week and not be set back. Your offensive army isn’t even harmed when your village is destroyed.
- Very dumb, obvious AI. This is considered a feature. Defenses will target the nearest enemy, ignoring a deadly but soft wizard for a slightly closer knight. Your attackers can’t be controlled after placing them. They attack the nearest buildings. The idea is, you know exactly what everything will do, so can make a plan.
- Short, time-limited, pauseless battles. You can spend a while planning your army, figuring out a strategy, trying to figure out what went wrong … . But the actual attack is 3 minutes at most. Depending on your army and strategy, you may lose by running out of time. After the attack, you’re done with that player.
- A medium amount of tap-based decisions during an attack. Generally targetable spells and troop power-ups. Sometimes limited control over a leader troop. You’re not tapping as fast as you can, but you do have to concentrate and will forgot things until you make a plan and get practice.
- The attacks are real games. There’s a skill in picking an army, where and when to place troops, and when to cast spells. A good player can do much better than a beginner.
- Troop selection is a real choice. You never get a new troop which replaces an old one. In fact, when a new troop is unlocked, you’re supposed to wonder how in the heck you’re going to use it.
- You can’t pick on a particular person, and they can’t pick on you. Fights are against randomly chosen opponents. The same goes for guilds. A guild war is a 1-time event, against a randomly chosen guild, where the attacks don’t even steal gold.
- Likewise, other players can’t directly help you. There’s usually a small friendship mechanic. Altogether, it’s a mostly solo game. You don’t need a big guild to do well. This is in contrast to things like Game of War, where a big active guild can carry you, or put a bull’s-eye on you.
- Gameplay is attacking to gather gold, paying for all the allowed upgrades, then waiting. That may take a while, or may be quick. But starting all allowed upgrades is the goal and the natural stopping time.
- This is just aesthetics, but it’s a recognizable feature: everything is in an arrangeable village grid. It’s where you arrange your tower defense. But it’s also where your troop upgrade building, spell creation building … are placed. The non-defensive buildings work as damage sponges or distractions from your real defenses.
- Also just aesthetics: each building and troop gets a little different look as it’s upgraded. When you see someone’s base, or an attack replay, you can mostly figure out everything’s level from the pictures.
- Planning your defense is also a real game. There are lots of options, no optimal strategy, and a thoughtful defense can matter (but, since you aren’t playing during an attack, you can just copy a base design from the internet.)
- You have to get better to progress. At various points, people will be stealing gold as fast as you can steal it from others. You’ll have to either get better at attacking, build a better defense, or a combination of both. In other words, it’s a game – not a fancy Cow Clicker.
- Very, very simple resource generation. Tap to collect, and nothing else. They could easily make it more complex – like a tiny farmville. But the game is about fighting. The resource generators are just a reason for all the attacking.
- Freemium, but you can’t buy anything you couldn’t get just by playing a lot (this is sometimes knows as spend-for-time.) But, bizarrely, you can buy everything. For a few thousand dollars, you can buy what a free player could get in a year. No one will know the difference.
I didn’t realize Clash of Clans is only from 2012. The first time I played it wasn’t that long after it came out. I also didn’t realize that I’ve seen and played most of the things that inspired it. Some things had to come together for a clash-like: tower defense, the arrangable map-village, and anonymous attacks. Here’s how I see that stuff:
To have a huge number of players, you need the internet. In the ‘70s you could dial-up to GEnie, CompuServe or AOL; in the ’80s anyone in college could get on-line, but that still wasn’t a lot of people. The internet wasn’t public until 1995, and Search (Google) wasn’t until 1998.
The first massive anonymous attacker I know of was free browser game ArchMage, in 2000. Your kingdom was just a few stats – mostly how much land you owned. The interesting thing was there was no world map, so you had no neighbors. You just had a list of people near your power level who you could attack. Most of them will rise or fall off the list by tomorrow. You were allowed to attack someone a few times, until they were knocked off the bottom, but players considered a double-attack as unsportsmanlike (you’d get pounded silly by every other player if you did it.) In practice, you attacked random people, one time each.
When you beat someone, you stole some of their land. That’s a great example of the backwards fake-realism clash-likes have today. Of course in real life, land is the realistic thing you steal — from your neighbors. But it makes 0 sense in a game with no map, attacking random people. ArchMage boldly went with it, and the players accepted it.
FaceBook didn’t add support for large games until 2008, when we got the MobWars, PirateWars and so on. Those games borrowed the anonymous attacking idea, and added endlessness. Normally, games have to have a winner. In ArchMage, the goal was to survive casting a very expensive, days-long “I win” spell with an “everyone is allowed to attack me” side-effect. You can’t have a game without a winner. Or so we thought. Facebook showed that you can. Just play to grow. If you make it to #1, or the top 100 … be proud and see how long you can stay there.
Two more things, tower Defense and an arrangeable village, came from the PC game WarCraft way back in 1995 (not World of – just WarCraft, the solo or 2-player RTS.) The upgradable buildings of clash-likes are copies of the ones in WarCraft. Even the upgradable Town Hall came from there (a building that does mostly nothing except unlock other things.)
Tower Defenses came from WarCraft in a funny way. Most of the single-player missions were about growing quickly, scouting and harassing the enemy to slow them down, building a few defenses only when you needed to. But some missions were just early waves of tough enemies. The only way to win was to build lots of defenses to hold them off. Those were just a fun break from the real missions, but we realized you could make a game with only that.
2009 had a brief craze for browser tower defenses. I didn’t play them, but I remember students going nuts for those sites, with all sorts of rules for tower-types, making paths, flyers… . Plants vs. Zombies is the main survivor of all that.
BackYard Monsters put tower defenses and endless random attacking together in 2010, on FaceBook. You may have heard Backyard Monsters was the inspiration for Clash of Clans and scoffed. I did. But you can look at pictures of bases and read strategies. Clash of Clans is clearly a dumbed-down copy.
In BackYard monsters, defenses were strong enough that you were expected to grind them down over several attacks (with the possibility of someone sniping a 1/2-destroyed base from you.) Attacks had a period at the end only for previously-placed troops to fight. The rules for getting a defensive shield were more complicated. Clash of Clans dumbed it down for the winning formula: quick sessions; simpler in general; freemium; skew younger; an App instead of browser-based. And, I’m not completely sure, but I think they were the first cell=phone game to show television commercials.
Out of all buildings, plain old walls are surprisingly complicated. You get about a hundred of them. 100 walls? What? It turns out a “wall” is just a tiny block. Making what a human would describe as a wall involves dragging dozens of them into a line.
There are short-cuts, glitchy ones. Selecting an entire row might also get you the corners, or not, and probably stops at walls of a different upgrade level. Dragging a whole row into a smaller space won’t work – you’ll need to unselect, trim to the correct length, then reselect. There’s an easy etch-a-sketch mode — switch to base building mode, trace to pick up all walls, and get good at selecting the tiny handles and pulling out a line. Not actually easy, but still better than positioning each by hand.
Once you figure out how to place them, where you’re putting your walls is all wrong. Everyone starts with a rectangle around everything. That’s no good — the enemy only needs to poke a single hole. Some people make a double-thick inner keep. Also no good — the game has special rules making it not work: wall-blasters have a radius of 2. It turns out that a series of boxes, with shared off-center corners, is the best. It looks like garbage, but it works great.
If you get really into it, there are rules for how much “path” a wall counts as. Troops prefer clear targets to ones behind a wall. There’s exact math as to how much extra distance a wall counts as, depending on the upgrade level (I think). You can
fine-tune which way many attacking troops will go.
Finally, walls are a cash-sink for hard-core players, with a tricky rule. They’re the only building that always takes 0 time to upgrade. If you want to play all day, upgrading walls is the one thing you can do. It’s not cheap, and you have 200 of them, so you’ll always be able to “work on your walls”. It has this funny quirk: even though it takes no time, you still need a free builder. So, regular players can put all 5 builders to work. They can’t upgrade walls while they wait, which is fine. Meanwhile, hard-core players need to leave one free so they have it to wall-upgrade through-out the day. That seems fair, sort of.
The coolest thing about walls is something just for looks. If walls actually filled their squares, they’d look terrible. They look better filling about half — like thick poles. But that means adjacent walls have large spaces between them. We fix that by having a special wall-connector segment. For being so complicated, it still doesn’t look all that good.
Game genres start out “realistic”, but since that’s not very good gameplay the definition of realistic-enough gradually changes. Today, everyone who plays an MMO knows you keep your stuff when you die. You die a lot and it shouldn’t be a huge penalty. But back when they were first made, passerby could loot everything from your dead body – anything else would have seemed stupidly unrealistic. Modern MMOs give that just a nod – you can loot a few coins from a dead player, but it doesn’t come out of their stash.
Clash-like looting is in a crazy place between realistic and playable. The most common rules are that you instantly steal stuff as you smash the building holding it. Hit a gold vault with a sword, or an arrow, or even a fireball, and a little bit of their gold pops directly into your treasury. Gold teleports instead of needing to be carried out because it’s simpler. Otherwise you’d need troop carrying capacity, pick-up animation, rules for when to run home with a full gold sack … ick.
One game, Batman clash-like Arkham Underworld, actually does realistic gold vaults: a massive vault door needs to be destroyed, then you quickly grab the cash. Trying to break that huge door can run attackers out of time, leaving them with nothing as the cops come. You know – the way actual vault doors work. But the other way you get gold in that game is hilarious. Computer hackers collect gold. To steal it you smash the computers with baseball bats and gold coins fly out.
I enjoy the optional “strongbox” building for how little sense it makes. Normally, attackers leave 1/2 of your gold lying on the ground for you to scrape up later. They just do. But some games have an extra building, with stats like “level 5 strongbox: 5,000 gold plus 57% of the rest is protected from attackers”. How does it work? Beats me. The same as the magical 1/2-gold rule, I guess.
Oddly, they all keep one “realistic” thing which ruins the game: you get gold by stealing from other players. That seems obvious — you can’t get gold out of thin air. But it’s a game, of course you can. It ruins the game since most people are broke, and the few players who have gold — their moms’ called them to dinner midway through playing — is pretty much arbitrary. The games could make enemies worth an “average” amount of gold, plus or minus. But people hate that. They like knowing they’re hurting someone else. For example, many clash-likes use “ghost” bases as filler — an exact copy of someone’s base, not owned by anyone. People hate those when they find out there’s no one on the other end crying over lost gold.
Instead the games bend over backwards to average out loot, while making you still feel you earn it all by stealing. The “Loot cart” makes it so you steal more gold than they actually lose. Bases are always worth a minimum amount, even if they have less. Daily challenges give free gold for a certain amount of victories. There’s an extra-safe area for storing your gold. But despite that it feels “realistic”, like the savage free-for-all gold stealing players think they want.
As we all know, freemium takes a perfectly good game and throws in arbitrary timers, energy bars and other limits to stretch the game out. People hate them, or, at best, see them as a necessary evil. The brilliant thing about clash-likes is how they do all that and more, and make you like it.
With troop training times, class-likes make you wait between each attack. That’s worse than the games that give you 5 tries a day. But people enjoy playing with it: when you go to bed, start training a bunch of cool, long training-time troops. You get to use them for 1 attack in the morning. Then switch to boring fast-training ones for the rest. It feels as if you have control.
When you finally get the cash to buy an upgrade, another timer makes it takes hours or days to happen. Then finally the limited number of “builders” kicks in. If I want to upgrade my Farm, I have fight a timer to earn the gold, then the game tells me I can’t spend it since the upgrades I started yesterday aren’t done. That’s so mean. But people love builders with their little tricks:
- Builders prevent you from playing “just one more”. When every builder is put to work, you’re done for the day.
- Build times, once they’re several days long, form a little rhythm. Some days none have finished, other days 2 builders are ready and you’ve got to hustle to get the gold to put them back to work. That doesn’t seem very exciting, but it’s less monotonous than other “check in once a day” games.
- Time vs. gold cost can vary. Most notably, gold mines take a long time to upgrade, but don’t cost much. Casual players like the “don’t cost much” part, while aggressive players focus on the “takes a long time” and skip them. It feels like a smart choice, either way.
- Wall upgrades are like a mini-game. If you have a free builder you can upgrade as many walls as you want. People actually discuss when to put the last builder to work, and when to keep it open in case you have a extra hour for walls.
- When you start a new clash-like, you know getting more builders is the most important thing. A fun bit of insider knowledge. Even if you’re mostly a free player, you’d be a fool not to buy the $1.99 starter bundle with an extra builder.
- Defenses don’t work when upgrading, giving you a choice. You can upgrade one defense building at a time, swapping positions so vital spots always have coverage. Or you can upgrade a bunch at once and be helpless, just to get it over with. People love that meta stuff.
A fun thing about builders is how they make sense at first, then make no sense if you actually think about them. Things I enjoy:
- Buildings start tiny and get small upgrades. Your lvl 8 barracks is a shack with 7 additions. That’s not how buildings work. It’s really, really not how cannons work.
- You aren’t even allowed to build the good versions. If you know how to build level 5 cannons and a new cannon slot opens, you’re required to make a small cannon and enlarge it 4 times.
- Real buildings are not out-of-commission while being upgraded. For your defensive buildings, the king should explain to the contractor how keeping it on-line is of paramount importance. It should be shut down for a few hours at most. If the DOT can keep 1 lane open, only shutting completely down on Sunday night, so can my builders.
- Why can’t 2 builders work on the same thing? WarCraft, which this was copied from, allows it. One builder-per-building isn’t even realistic by game standards.
- Who has an on-staff contractor? The game wants to pretend there’s no outside world — our builder is using rocks and tress from our island, but what’s the gold for, then? It makes way more sense for an outside crew to come in with the lumber delivery.
There are good gameplay reasons for doing things this way, and that’s the point. Builders never had anything to do with realism – they’re just clever ways to justify putting limits on the game.
This neat thing about this game (which was discontinued in early 2017) is how attacking is nothing like a clash-like, but everything else is.
Attacking is a standard 3D dungeon hacker. You’re a fully controllable character, with several skills to use, a skill tree, equipment, 4 character classes. The whole MMO deal. The rooms are mostly filled with monsters, but there are blob launchers, spinning flame-throwers, traveling floor-saws, pulsing stun fields, attractors, and hidden silence and slow traps. The entire dungeon is maybe 8 large rooms. You have to clear one before moving on (the doors seal.) To make it odder, you queue-up in a group of 4 other live players (the usual Looking For Group queue. You wait while it fills up).
The monsters are: bruisers with an occasional hammer stun, fast wolves with a charging attack, various ranged that can charm, buff monsters or heal them. Or one huge semi-boss monster. The placed devices are easy enough to avoid, but dodging monsters at the same time makes it a challenge. If you like 3rd-person RPGs, it’s a decent game.
The final room is the owner’s actual character — same character class and spells — but computer controlled and massively powered-up. They did a great job, often having a several minutes long battle.
Besides that, it was a normal clash-like. People attack your dungeon, while you attack theirs. You get gold by whacking on their gold vaults. As with every other clash-like, finding the gold is more important than “winning”. You upgrade all of your guns and monsters and monster generators in the usual way, with builders. The room with computer “you” is also your Town Hall, unlocking more stuff as it levels up.
The Clan Castle was very clever. It’s another computer controlled powered-up character, of a guild-mate you choose. But it had a bad kink. To not be overpowering, you could only choose a less-powerful guild-mate. The weakest clan members were out-of-luck. If they were smart, they left for a weaker clan, then you were out-of-luck.
The dungeon-making rules used a point system. Rooms, which are huge, are allowed 20 points of whatever. Some people loved to have a trap gauntlet room, followed by a room with only waves of monsters. It was somewhat popular to choose the room design with obstacles near the doors, then everything concentrated into an entry killing zone. But then players learned to immediately run past into the huge empty room behind them.
I assume a problem leading to the shut down was that matching decent 4-player groups, of similar levels, in a reasonable amount of time, required a big player base. As it was, waits were a few minutes. I’m told some times of day you couldn’t get a team at all.
The thing I mostly remember: your base is built from connected giant stone slabs, flat on top, but ragged on the bottom where they’ve been torn out of the ground and enchanted to float high in the air. You can see other floating bases far off in the distance. It looks nice. And then: gold collectors pump gold out of the floor. It’s like a RoadRunner cartoon.
It’s possible to appreciate clash-likes for the way they make money. The standard trick is to ruin a perfectly good game with a bunch of limits, then charge for skipping. They usually feel fake: “You’re out of daily attempts. Spend 12 gems for another?” Clash-likes make them feel natural — of course I have to pay to attack more — how could it be otherwise?
Clash-likes make the daily free gem dispersal into a little game. As we know, giving free gems is a vital part of convincing players to spend cash, so this matters. Your base starts cluttered with “obstacles”: rocks, trees, bushes, funny stone monoliths … . A builder and some spare gold can clear them, possibly finding some gems. This is a clever way to shower you with starting gems. Most games say “here’s 50 gems”; a clash-like seeds the ground with 50 gems in little piles. Later on, obstacles randomly appear, and may have gems when cleared. The game is giving you a few gems each day, but making it fun. I like to stockpile just the trees, then dig them up all at once when I need gems fast.
Clash-likes have one of the best monetization tricks of all, built-in. The idea is that people hate losing more than not winning. The classic experiment is playing a game to win $5 vs. getting $5 and playing a game to keep it. Both are the same, but the one where you can “lose” $5 hurts more. This is great news, since in a clash-like, people are always trying to steal your money. Every morning you pray you didn’t lose too much; and certain flukes can spike your loses. Everytime you have to go to school with $2 Mil sitting in your vaults, terror makes you buy a shield, or rush a builder, or something, anything! Other games need to artificially add a fear of less, known as “inflicting pain” (what a charming term).
An old trick to sell anything is providing a “bad” option, or giving lots of options. If you want to sell a cow for $4, offer them for $5, 2-for-$8 and 3-for-$18. Clash-likes have so many cute ways to do this. For example, buying immunity to attacks is turned into a game. The week-long shield is only available once-a-month; the 4 hour shield, once a day; and so on. You can almost cover every hour of the day, if you work at it. There are also three different ways to buy gold. You’d think that one of them would be something simple like “spend 50 gems for 10K gold.” Nope:
- There’s the standard “Not enough gold. Buy the rest?” button when you try to upgrade. The cool part is, in a game where people can steal the extra, buying only what you need feels smart.
- You can buy gold directly into your gold vaults, but only funny percents: to the max, fill up to half, or fill by 10%. It doesn’t even tell you the actual amounts those are. And clearly, 10% and 50% are there to make “full” look like a better deal.
- You can buy a 2x speed-up for your gold mines. They get a little glow for 8 hours. That feels more fair, like you’re working inside the game, but you’re still just paying for gold. It’s the best, right? It has to be, since it takes longer. But no one will ever really know.
Training times have 2 ways to speed them up. You can pay gems to instantly have your army ready. Yawn. Or you can buy a 2-hour x4 speed-up. That’s enough to attack almost constantly, unless your army is all dragons. Maybe you think other ways to spend gems are cheating, but this seems fair — you still earn all of your gold by stealing it from strangers. Serious players will always buy it, adding up to maybe $5/month. It’s basically a subscription, but more fun.
Every other type of game makes money with gambling chests, the ones that give a random Common, Uncommon, or Rare item. Those are super-annoying, and Clash-likes don’t have random stuff to win, so good riddance. But some clash-likes find a way to add them: take the identical Giant Barbarian Guardian everyone gets, and turn it into a random collectable hero. It’s the worst, but you have to respect the ingenuity.
Many freemium games use something known as pay-for-progress. Reaching level 10, where the game gets good, takes either a month, or $10. That’s considered fair if every level 10 player is on an equal footing. Clash-likes cash-in on this. You can’t pay to jump ahead, but you can rush each of the 100’s of steps, paying each time. I think it’s over $1000 to get to level 10. People have done it.
IBM is famous for missing out on PCs because they made mainframes and didn’t want to compete with themselves. Supercell went the opposite way. After Clash was a success for them, they experimented with an entirely different clash-like, which turned out to be almost as influential. Some of the things Boom Beach did:
- The only goal of an attack is to kill the town hall. You get all the rewards for doing that, and nothing if you don’t. In Clash often the best plan is quick raids for easy gold, with no chance of winning. That’s boring. In Boom Beach, every attack is real – study how to get to the HQ, against defenses made only to defend the HQ.
- Instead of Nexting through targets, you have a short list. You can attack only them until you win or Give Up. Either way, new players appear after about a day. It’s kind of fun to try a few things until you finally beat someone. It’s also nice to spend more time planning an attack then looking for someone weak and rich.
- Attack squads. Instead of training 40 archers and tapping 40 times to place them, you train 3 archer squads and place a squad at a time. You still have pretty good flexibility in what you select.
- Traps (1-shot bombs) are visible instead of hidden. That seems bad, since attackers can avoid them, but they act as deterrents. Overall, it’s better.
- Fun computer bases, that don’t run out. They’re these weird special things that break the rules. They might have only a few mega-weapons, or lots of machine guns, or huge minefields … . Most are pretty fun, and you’ll recognize tougher versions of them as you go. It’s a nice break from player-bases, but totally optional.
- Weekly mini-campaigns. One day a week a series of increasingly difficult computer bases opens up, resetting each time. There are cut-scenes about a mad scientist.
- Upgrades takes multiple types of resources at once – wood, stone, and iron. Getting enough of each can be a challenge.
- Spells use an energy system. You can cast any spell, all you want, as long as you have spell-energy for it. You get more energy for destroying buildings. That allows you you to cast plenty of spells, but not all at once. Repeating a spell also increases its cost. Even your least favorite spell eventually becomes worth casting.
- A beacon spell that makes all troops walk towards it for a short time. It gives a crude way to control troops during a fight — for example you can lead them around to a different side of the base.
- Enchantments. You can gradually acquire parts to make magic statues that give some special bonus. You can only have a few, and switching is slow, so you need to choose. There are a several that buff offense, or defense or how much you loot, or how fast you produce (or how fast you find new statue parts).
- Your can’t drop your ranking to fight super-easy opponents. In most other clash-likes you’re always picking on weak people. You can easily lose on purpose to drop your ranking and face even weaker ones. In this game, you’re always fighting people your own size. It’s not perfect — it’s possible to get semi-stuck with opponents you can’t beat.
- More flexible base upgrade strategies. In Clash of Clans you were heavily penalized for not upgrading evenly. Everyone’s base had pretty much the same buildings. In Boom Beach it’s much easier to focus on only some, making your base a bit more unique.
- The “Resource Base”. When you conquer some special island bases, a limited number, you keep them. They produce extra wood or stone or whatever. But 1 other player can see it and take it from you. You can take it back, and so on. The base’s defenses, which you can arrange, get a little more powerful each time. Eventually one of you gives up. It usually lasts about a week, and is sort of a fun mini-rivalry. New opponents come after a few days. If you’re a slow player, fast-risers will tend to steal your Resource Bases, but after a while you’ll find one where the old owner doesn’t care.
- Only one builder, who works faster. You start to realize how annoying managing 5 builders can be.
Some clash-likes borrow only a few of these things, but they go together pretty well. You’ll general see the “Clan of Clans” model, or the “Boom Beach” one. Both original games coming from the same company.
Short descriptions of interesting features of some clash-likes:
- LegendBorne: You need to “rescue” your troops. Suppose you unlock vampire bats. That’s nice, but you can’t train any until you “rescue” bats, by beating certain special bases. That’s fun at first, but pretty soon you max out and it’s done. Has 2 sides — good and evil — with different troops and leaders. This was before we realized how much extra work that was, that never pays off.
- Compass Point: West: Beautiful old-western-style art and sound. Boom-Beach-style map (including computer bases and special missions: train and cow rescues). Unique buildings for your town. The troop selection is based on poker-cards you slowly acquire, then merge to make stronger versions. That gives big spenders a definite advantage, since the stronger versions cost the same points.
- Titan Empires: Original features: impassable river squares (with a check so you can’t surround anything); a complicated clan war map (each enemy clan base has a point value and sometimes a bonus); clan-mate’s can reinforce one of your buildings for a day. Made in Wisconsin. Invented having a wide selection of heroes (like an ogre who’s special ability is making one big jump) with gambling chests for extra gear.
- Space Miner Wars: Attacks are flying one fully controlled Asteroids-style spaceship, while their base sprays bullets. But the rest is standard clash-like (town hall, upgrades, storages, builders… ).
- Dawn Of Steel: Another non-clash offense: 3-4 fully controllable robots, each with a special ability. Bases have monster-spawning defenses (mini-robot factories). Monetizes by selling you special robot weapons at each level for a few bucks. At first players were randomly given different entrance patterns for their bases (2 small gaps or 1 larger one). But everyone complained until they added the option to switch.
- StarWars:Commander: Play as Rebel or Empire (everyone plays Empire) with very different forces. The big innovation is you get generic defensive towers and can put any weapon in them. Weapons get bonuses against troop types so you get to guess which army you fear most. Damage is low and troops are slow, so attacks need to worry about the time limit.
- Samurai Seige: One of the first Clash of Clans imitators. Samurai-themed, sillier, more events and specials (I suspect this game convinced Clash of Clans to start adding events).
- Lords and Castles: medieval-themed old-style clash-copy. Adds terrain elevation — troops walk slower uphill and weapons fire further downhill. Fun, but too much work. Uses the new “post-style” walls. Research is a tech-tree, which also unlocks things like “+25 walls”. Rare Heroes come from Gambling chests. For no reason, the heroes are historical politicians: Abraham Lincoln can duke it out with Catherine the Great or Gandhi. With no joke intended, US leader Trump’s ability is to strengthen walls.
- SeigeFall: Boom Beach style map. Attacks have a fully controllable hero and squads of troops. As you destroy buildings, you get points to summon more troops. Spells are from a pre-done semi-random card-draw (you get lots of so-so spells, which you may as well use). Walls come in just a few long sections. Weekly computer-controlled base quests.
- Royal Revolt: Defense is a real tower-defense — you create a path lined with upgradable defensive towers and barriers, with waves of selectable troops. Attacking is a fully controllable hero, with squads of troops summoned through a refilling energy bar. Nice selection, and pretty fun. Strong pay-to-win component — several ways to spend gems during an attack (for example, you have a spell that costs gems to cast).
- OlympusRising: Greek-themed copy of RoyalRevolt (made by the same company.)
- Dungeon Keeper: place upgradable rooms in a dungeon, connected by carved-out hallways. Some defensive monsters. Attacks come from 4 fixed entrances. Some monsters can walk/shoot through walls. Reasonably fun. This is a clash-like port of a much older game. It was hated as a cash-grab, but it’s no different than any other clash-like.
- Batman:Arkham Underworld: Similar to DungeonKeeper, your buildings are connected rooms and hallways, with two fixed “garages” as entrances. Later you can bust through a window. Terrific AI to make defending goons dive behind your placed sandbags or sofas. Gold is in a vault room, with a very heavy door. Your HQ has “you”, a super-villain, defending. Attacking is your fully-controllable super-villian, with the usual dumb clash-like army coming with. Limited spells. Boom-Beach style map. This was a Suicide Squad movie tie-in, and was much better than it needed to be.
- Raid HQ: Attacks are non-clash-like. Each defensive room is a level by itself — a stationary bullet-hell. Things like: one big robot, lots of waves of troops, or a tough laser bunker. Nearby rooms may add extra bullets. Attacking has a team of 4: use only 1, but freely tag in and out. The heroes are gotten and upgraded using gambling-chests, but they’re fairly generous – you can find free “S-class” heroes. At first 1 path leads to the HQ, but eventually you have to split your defenses among several. Uses the Clash Royale victory chest system (get 3 victory chests, then wait hours for them to unlock).
- Drop Assault: WarHammer 40K-themed Boom Beach-style game. Uses a point system for defenses: you get 50 defense points per level, and defenses cost different amounts. Build and use whatever defensive buildings you want. Extras can even be put in a storage area, at no cost to you. Adds a live player-vs-player area. Gambling chests for heroes, some of which could be upgraded to be far too powerful.
- Transformers: Earth Wars: attack team is 5 non-controllable robots. Each robot carries a spell, using a Boom Beach energy system to cast and recast. Robots are won through gambling chests. There’s a whole system with levels and stars — basically a collectable hero game.
This game looks as if it were made by a committee. It has so much stuff slathered on, and doesn’t seem to understand how a clash-like works.
Deep down, it’s a collectable hero game. You quickly get to use 4 heroes at once, which is a lot. You’ll upgrade and level and merge the heck out of them, which will take months or years unless you spend. They also defend your base, so now you’re invincible. The $5 starting buy sets the tone — it includes an “epic” hero which can carry you for several levels. The theme is mythic gods — heroes come in Greek, Egyptian, Norse, and Misc (things such as the Archangel Micheal). There are a lot, nicely drawn, with abilities that sort of make sense. But only the best heroes matter.
The troops are broken, in that they’re boring. The giants are fast and do decent damage. As soon as you get them, use an all-giant army (as back-up for your heroes). The next giant-like troop is better in every way – replace your giants with it. Same for the next. Making an army is boring, and so is attacking. It’s actually worse. You keep troops unless they die, and you don’t need to win to keep the gold you loot. Combined, you attack with your entire army on a weak side, then hit Retreat when it gets tough.
They started to do a very clever thing. Instead of Flying they have Stealth. Wraiths have Stealth, can go through walls (instead of over — cute, right?) and the elves in archer towers have the keen eyes to see them. Seems cool, except Wraiths are very weak, there are no more stealth troops, and they add flying troops later anyway without telling you who flies or who can shoot them.
Then they adopt the generic game thing where you give piles of meaningless daily activities, with lots of currencies to play with (I counted 6, not including gold and elixir). There are daily Quests, daily “events”, a daily login reward, 3 daily chests on a timer, the standard daily random hero chests, and more you need to see to believe. There’s another quest system where you send your heroes on mission. Whew.
It may have started as a decent game. It’s somewhat playable now. They clearly put lots of work into the troops, buildings and such. But then they put more work into the stuff that ruins it.
The really unique thing about Battle Islands is it has combined land, sea and air fighting. I wish I liked it more.
In a really slick move, attacking armies are trained in a barracks, a harbor and a hanger, each with it’s own troop points. Attacking armies will always be land, sea and air.
Your base is several islands. You start with 1 and get more as you level up, which must be connected (the game adds a little bridge when you move them close enough). Not only will enemy ships be sailing around, bombarding the coasts, but you have deep-sea oil wells, plus your defensive harbor with boats that come out when the enemy gets too close.
The units are the usual mix of attack priorities, but more-so — fighter planes prefer other air targets, but can hit anything; submarines can only torpedo other ships (I assume they are very good at it), battleships prefer to bombard land defenses, sailing around the islands to reach them. And the enemy force will always have all those things to target. It seems like you have a lot of interesting choices.
Each building comes with its own walls (if you want to play it, tap a building’s “reinforce” button). Sandbags at first, then adds really pretty concertina wire across the top. Put 2 reinforced buildings together and the bags combine into a pretty ring around both. It looks like it was fun to program. But it misses the point of walls. The fun part is deciding how to arrange your limited supply. If every building has walls, it’s the same as making all buildings a little tougher.
The cutest thing: troops come in 5-man landing ships. You don’t do anything to get them. When you tap to place an infantry unit, it places up to 5 in a free landing ship. It can be fired upon and can sink, killing the occupants. But that’s fine, since you can upgrade them.
One change I’m not sure I love is having only one resource: “supply”. With 2, there’s always one you currently care less about than the other. Having 1, with your only goal to get more of it, just feels funny.
I can’t believe this is a down-side for me, but the art and theme are oppresively bland. Generic, Americanish WWII troops and buildings. Functional, flat islands. I should like the Quonset huts, corrigated steel and muddy tarps over the machine-guns. But there’s not a hint of backstory or personality. The escorts look like P-38’s, the bombers look like Liberators, in a generic way. The effects for the sea are terrific, but feel wrong. I’ve never been attacked, so that might be part of it.
This game might have a lot of potential for really involved attacks. And maybe it opens up and gets busier with another town-hall level or two. At the very least, someone should rip-off the air/sea/land idea.
Plarium, who distributes this one, likes to make mash-ups. Gates of War is a clash-like jammed with a PvP and an RTS adventure. The class-like part is a mess, but has some fun ideas.
In most clash-likes you’ll get a building that can pop out troops when enemies get too close. In this game your gets lots of defensive troops, individually placed in any free space. That seems pretty cool, except for how the usual area-of-effect spells easily kill them. That’s probably why other games learned to hide them in buildings.
In most other clash-likes, troops can flow around buildings. Here there’s no gap. Touching buildings form a wall. For no good reason, non-weapon buildings, even gold vaults, are super-tough, about 10x tougher than your defending guns. So they make a pretty good wall. But being a futuristic game, most troops can fire over them. The “walls” only stop certain short-range troops from getting near enough. Attacks are stationary shootouts. Nearly everything has very long range, and you can hand-move your army (using the thing where you select a big square). Move them all into range and keep targeting the guns (which you can do in this game). Win or lose, it’s over quickly.
Bizarrely, you unlock new troops and upgrade them through single-player non-clashy adventures. You lead your troops through a large map, avoiding some things, picking up friends, with specific objectives. I keep losing one because the hacker I’m supposed to protect keeps dying. It’s one of the main things you do in this game. Oh, there’s also a head-to-head PvP area.
If you want to sort-of play 3 types of games at once, I guess Gates of War is OK.
This may have been the best clash-like ever made, and then the worst. It was innovative, made every battle exciting, and was managed by a team that that understood how to push events and contests. But the second team didn’t understand clash-likes and quickly ruined the gameplay. First, what made the game great:
They started by clearing away all of the reasons not to attack. All troops are free, not even a training time. Shield nonsense was replaced by you being attacked every six hours. Spending an attack token shows just one opponent. The combined effect was that when you opened the game, all you had to do was push the attack button and think about how to beat the base it showed you.
The new winning-streak mechanic make it exciting. Your opponents start easy, gradually become more difficult, then nearly impossible, then you lose and it starts over. That gives a nice variety of mostly challenging battles. Even the worst player gets a few wins. But even trying to beat the super-tough bases is surprisingly fun. You know you’re supposed to lose, but you could win and sometimes you do.
You can solely focus on winning fights because the game takes care of you. Longer streaks increase your rank, bumping up the difficulty to where you lose more. A problem in there games, but not here. The loot at high ranks is that much better. The penniless enemies problem is somewhat fixed. Your second important resource, rings, comes from wins (again, much more at higher ranks). Beating a low-gold base is worth it for the rings.
They did a fabulous job with your “hero”. Instead of a Barbarian King, you get a flying dragon. It’s pretty much the same except that every 30 seconds you can “sweep” it to a new spot, tailing frost or fire over a swath of buildings. That’s just fun: useful, but not overly powerful and looks beautiful. The game uses real 3D models and particle effects. It feels like a dragon.
The spells are incredibly varied and original. They come locked in preset groups of 3 but there are lots of them. One wizard can give troops a 50% damage boost in a radius, give them heal-by-doing-damage, and freeze one enemy building. With work you can get a combination of the 1st two. Meanwhile another can summon skeletons that explode on death, make 1 target take double damage, and … this needs to be seen to make sense … cover a dozen buildings with a slowing, damaging poison which can crawl to new buildings. That’s not even close to the oddest.
On defense they have the usual, but added one very customizable defense. You can choose to have each spell tower shoot an area blast, or freeze, or slow-acting anti-healing poison. Or it can fire a fast single-target blast. Or it can heal your buildings, or merely create a small destructive aura around itself. Or it can fire a slow but lethal confusion spell, causing the attacking troops to turn on themselves.
Five wall posts making a curved wall
The game also fixed how walls work. Instead of blocks which need to touch, you get posts which grow connecting walls over several spaces, including diagonals. They’re much easier to place and looks great. But the real innovation is making walls weaker. Walls in a normal clash-like are so strong that they dominate your strategy. Weaker ones here let you play around with them (the 1-sided V setup is very clever, and works fine. Some people love it).
Even with the changes, it’s very recognizably a clash-like. A town hall unlocks new buildings. You upgrade defense and offense with your 5 builders. Even your sweep timer is decreased by upgrading the dragon nest building.
That terrific design went downhill fast. Over a few patches the new team flailed with over-buffs and nerfs until the only viable army was damage-resistant soldiers and too-strong healers, backed by archers. Over-buffed spell towers were the only problem, which forced everyone to use the anti-spell-tower wizard. It was a weird slow-motion crash.
They couldn’t figure out a way to fix the problem with winning streaks: what do you do with players near the top? They have no impossible opponents. Streaks might never end. So at high rank, streaks are out and something else is in. At first, top rank players could go into a special challenge mode. You were attacked much more until you were knocked back down, gaining extra-bonus loot for how long you lasted. That was removed and replaced with just picking an easy opponent. The game turned into a sleep-fest.
Then a bug nerfed air defenses. Dragon could sweep without fear, single-handedly winning (the actual trick is complex, but it became common knowledge as players watched their replays). Players loved it. The bug was left unfixed. In fact, a later spell had an exploitable bug which fully healed your troops (it wasn’t a heading spell). Players flocked to it. It went unfixed. Meanwhile they figured out how to import the brutal monetization common in regular mobile games. More and more events required big spending or skipping school for 2 days, for new items unobtainable any other way.
Rival Kingdoms is still pretty good up through mid-game. Some of the underpowered wizards were even fixed. But the best thing I can say about it now is that you can’t copyright general game ideas. At least one other game stole its improved “post” walls. More clash-likes now have events and areas open only on certain days. I’m hoping a new one steals the way Rival Kingdoms did winning streaks, because I’m sick of passing on bases that look really fun to fight, except I don’t want to wreck my army.
Traps are what clash-likes call 1-shot defenses. They’re not all that exciting. The most interesting thing is how they don’t count as buildings for percent destroyed or gaining manna. The basic trap is a 1×1 landmine. Many clash-likes don’t use traps at all — what’s the point of a defense that destroys itself? But if you’re going to have them in your game, you may as well think about what kinds.
We have a few types of traps aimed at big, tough troops. The huge 2×2 bomb is obvious. The 1×1 “kill X points of troops” trap is sneakier. It has no radius, and goes off all at once, so almost always hits 1 thing, hopefully something big. It hardy seems worth having. If your game has human and machine troops, you get to use an anti-tank mine which only tanks trigger. That gives weak humans a little boost, so is nice.
For some fun traps, a spring can launch troops a few spaces away. People enjoy these, including picking the direction. Area freeze traps are fun — frozen troops being shot at looks neat and feels clever. A variant is the distraction trap — something tough pops up that nearby enemies must stop to kill.
The last interesting trap is a “kills X” which lasts until it’s used up. Maybe a pit. They’re obviously strong, but there’s not as much element of luck. Still, it’s cool having more and more troops vanish into it.
Visible traps work much better than one would think. They can discourage attacks from a weak side. A fun thing is having area-affect spells also explode visible traps, giving attackers an option waste a spell on trap-clearing. You also don’t need to worry about someone unfairly learning where your visible traps are, a problem with hidden traps.
The most oddball thing about traps is needing to hand-reset them. That seems insane since destroyed buildings come back for free. But it’s done. I think the main reason was sending a notice — “you’ve been attacked. Log in to reset your traps”. A game sending you a phone notice was cool back then. But people got sick of it a long time ago. We can safely have traps spring back to life along with everything else.
I’ve gotta say, Boom Beach-style traps are probably the best. You get a big pile of small bombs, visible, and one upgrade upgrades them all. Traps are fun to spread around, but how many types do we need?
Being attacked can’t take place too often in a clash-like. You spend time making a strong base to defend your gold, which is pointless if you’re unexpectedly attacked 30 times before lunch. The fix is a simple timer after each defense: “you’re not in the attack menu until 4pm”. That works fine.
But game designers are a superstitious lot, and they like money. The original Backyard Monsters had a hideously complicated set of rules for when you got a “shield”. Clash of Clans didn’t know the secret sauce and just copied everything, including funny shield rules. And shields are good business. They generate more fear. “You’re about to lose your shield” sells more than “the routinely scheduled attack is coming up”.
Variable shield lengths is the stupidest rule. If an attack doesn’t hurt you very badly, the next attack comes faster. That’s terrible. Better base designs got attacked more often, resulting in more gold loss. In response, players learned to build medium-bad bases. That was as much fun as it sounds. But variable shield lengths adds terrifying randomness. Overnight you could expect 2-3 attacks, but could have lots more, losing even more gold than if you’d been simply steamrolled twice.
The next stupid rule is shields vanishing when you attack. If your next scheduled defense was at 6pm, but you play the game at noon, you get attacked as soon as you quit. Why? This has been changed to merely move up the next attack by an hour or two. Again, why? If you should be attacked 3 times a day, why should that turn into 4 or 5 or 6 if you play the game at the wrong time? Money. For free, players can attack every 10 or 15 minutes: close the App, do something else, then come back. Shields breaking ruins that — it triggers a pile of extra attacks on you. You should buy a training time speed-up.
A really crazy thing is how Supercell’s other game is so fair about attacks. Each day a set few people are allowed to attack you. They either win, eventually, or give up, getting nothing. Every day you defend against 2 people, rain or shine. But as you might guess, Boom Beach is far down on the top-grossing charts.
Gating is game designer slang for just-because restrictions. Originally it meant adding a “real” locked gate. Suppose low-level players didn’t read the signs and kept wandering into The Forest of Deadly Monsters. We’ll add a fence around it with a magic gate stopping beginners. We often gradually introduce features so as not to overwhelm new players. Also gating. Then we sometimes gate out a game just to be mean. My favorite gating in clash-likes is Gold Vaults.
The goal of the game is getting enough gold to upgrade your stuff. Your Town Hall is the most expensive. You’re looting your way there but … your gold hits the maximum. What? I’ve never heard of a game where you have a maximum amount of gold. Even a role-playing game that tracks weight doesn’t track the weight of coins (it turns out pen&paper Dungeons and Dragons did. Treasure was sometimes in pennies and nickels, just to be funny). Clash-likes convince you that even though you have an entire island, there’s no possible way you can store a single gold piece past 3,000 until you build more shelves.
One of your valuable builders needs to waste 6 hours upgrading your Gold Vault. Then comes next level. Shockingly, your vault is too small and needs another long, expensive upgrade. But now your problems are solved with a second Vault. Nearly unlimited storage, right? Amazingly, not. You’ll need to fully upgrade both vaults to reach the next total. At some point you get a third vault which no longer fools you. You know you’ll need to buy multi-day, even more expensive upgrades for all three. Elixir is the same. You’ll be up to 3 Elixir Barrels, for a total of 6 buildings that need upgrading each level. Just so you can hold more stuff that you already have to work hard to steal.
The really impressive thing is how the games spread out this busywork and make it almost fun. At first your old Vaults are enough for some gun upgrades. A 3 million gold mortar requires just one Vault to be upgraded. Each pointless Vault or Barrel upgrade is enough for one or two more things, until you need to finish them all to get to the next level.
The only drawback is in games where you have wood, stone, iron, and … god no … there’s something after iron! More warehouses than you can count on both hands.
Clash of Clans had a cute idea for a defensive building. What if a really big guy sat on a throne, whacking nearby invaders? It’s like a short-range gun but a little easier to destroy. To beef it up, the big guy can also join your attacks. He’s not great but he’s in addition and free. Combined, he’s an alright thing to unlock.
But there’s more. They realized the Bug Guy could give hardcore players more to do. He’ll only be improvable a tiny bit, and it will take 5 expensive upgrades each time. That’s such a terrible deal that regular players will pass, but hardcores will do anything to be 2% better than everyone else. Then they used him to add another timer: the Big Guy is tired for 15 minutes after attacking, pay to speed that up.
The WarHammer far future clash-like figured out another clever way to use these heroes, as leaders. All troops types are part of the Space Marines, led by Sergeants and such. Those fellows are your heroes. A nice thing is they tend to buff their troops, making them more the star of the show.
Pretty much every other clash-like has out-of-control heroes. Giving players a hero right away seems like an obvious plus. The super-tiny, expensive upgrades seemed too harsh. That meant you’d have an overpowered hero soon enough. You still needed an army, but clearly the hero was doing most of the work. Those games feel more like a Godzilla simulation.
The Transformers clash-like is an interesting story. By that time several clash-likes used 4 heroes at a time. They were collectable, came in Common, Rare, Epic and were highly upgradable. They had destructive special skills, equipment and “star levels”. Players seemed perfectly happy ignoring troops and instead leveling heroes like in a dungeon game. The Transformers team saw this and realized you don’t even need troops. You attack with your best 5 robots, and no troops.
I can see this two ways. A game about picking troops is distinctive and appeals to a certain crowd. Keep heroes weak and you make those players happy. On the other hand, the collectable hero market is popular but crowded. You can sneak into it by making a clash-like that gradually ramps up the hero part. That desecrates the sacred space of a true clash-like. Whatever.
I’ve finally found a pure reskin. Clash-likes have so many things to tweak or add that you’d hardly want to make an exact copy, but “Clan of Heroes – battle of Castle & Royal army” is one. The pictures and names are different — it’s legal — but the gameplay is a copy of the first 2/3s of CoC. It was out in Jan 2014, which seems kind of late for that. Then amazingly Dec 2015 saw an exact copy of CoH:BoC&RA, down to the screen shots. It’s “Heroes Clash – Castle of Clans” by “Xiao Lui”. The publisher page is FaceBook.
To be fair, it’s has one new feature. Remember when cell phone games were first able to show Ads? Today we have a button where you can watch an Ad to get gems. Back then the game just blasted an Ad. CoH:BoC&RA plays an Ad every 5 minutes. Just to be safe, the first is when you open it.
The resources are renamed Ore and Reiku. The Ore is beautiful — the extractor pulls pretty blue slivers out of the ground. Defenses look the same as CoC except for the basic cannon. Those are floating spheres with evenly distributed studs which shoot little bullets. The redone archers are really something. They’re “Neutron Men”. One hand is replaced by a Reiku cannon, and they have one bionic eye. They “attack enemy by virtue of dripping bullet from arm”. I looked up Reiku. It’s Japanese for “spirit ki”, which is like rubbing hands together and laying them on to heal. It’s not traditional — only from about 1900. The giant is replaced by a legless floating rock-golem with an iron sphere core.
There are two new features, sort of. The builders all share a single hut which can be upgraded to get a small increase in build-times. Stuff like that always feels like busywork to me. Feature number two allows you to buy a defense-enhancing rune for one building (not sure what it does). It costs 1000 trophies, which breaks the game. Everyone buys another when they hit 1,000, dropping them back to 0, causing new players to have to fight them. Matchmaking is just junk in that game.
After those two, I found one more reskin, “Era of War: Clash of epic clan” from Vietnam in 2015. The Developer Website isn’t for the game. It’s the front page of some kind of ISP or VPN belonging to the publishers. So you know it’s going to be good.
Gold is changed to wood, which is just weird. The gold/wood storehouses are copied from Boom Beach. Elixir is renamed food. The farms are little pens growing pigs, and the storages are piles of thick ham-steaks. But when you tap it makes the exact bubbly elixir noise from Clash. No oinking.
The only troop that looks different is the Angel. It’s a blue glowing sphere named “Soul.” For buildings we now have: “God of War Altar”, “Goddess of Archery Altar”, “Magic Creator” and “Special Barrack.” The healing spell allows troops to “recover a large amount of blood”.
But even this added something new. The campaign missions all have preset armies. They’re like little puzzles and previews of upcoming troops.
Gods of Olympus stands out for how friendly it is, the original buildings, and for how the gods feel like gods. They tower over buildings, stomping on legions of enemy soldiers like ants.
There’s no waiting to attack. Your 4 greek gods can attack back-to-back until you run out of energy. You don’t steal from the other player, instead there’s a set reward for winning. If you’re not very good at the game, you can choose the Easy attack. But even if you lose, you get 1/2 the prize anyway. People attacking you is good. You get rewarded for how much you hurt them, even if you lost. Upgrading or buying a new building is instant. The whole game is easy-to-play and friendly.
The most distinctive thing about defenses is the endless stream of tiny legionnaires and archers. The buildings making them don’t run out, and don’t have a range. As soon as you start, enemy soldiers swarm out from everywhere. You can eliminate a handful at a time, or more with a special skill. One strategy is to occasionally try around and stomp the horde which has built up. If you need to fallback to crush a huge group, that might work, but more are always coming. You’ll probably be nicked to death or run out of time, leading them around the map as you rest. Athena can summon 30 friendly soldiers, every 30 seconds or so. That seems like a lot, but they last about 15 seconds against the endless horde. If a clan-mate is attacked while you’re playing, you can watch and tap to add your own tiny solders.
Soldiers rushing out of a barracks (right) to be mangled by Athena
Buildings aren’t so difficult to destroy — you are a god. But there are a lot and you have to smash through them to go anywhere. You win by destroying all 4 enemy temples. They work best when spread out. You’ll have to smash a long path between them. Your gods are fully controllable, so you can do that. But more often it’s better to split up for a precise strike at each temple.
Defenses are very customizable. Instead of getting a set amount of each building, you just keep buying more and more on a sliding scale. You can have dozens of weak towers, or a few very tough ones. As you find new gods, 9 total, you not only get their temple, but can build any number of their small houses, which buff nearby buildings. Athena’s give a health boost, Apollo’s gives regeneration. With all of those houses it feels as if your gods are crashing their way through an actual small town.
The biggest drawback, for me, is using the same Gods all the time. They eventually get 2 special abilities, sharing an energy pool, plus a super-special. It takes some practice to figure them out, and that’s fun. You can upgrade your gods pretty much however you want. The bases you attack tend to be different enough. I guess I like knowing I can always tweak the army a bit, or try things that are completely different.
“Heroes of War: Orcs vs. Knights” didn’t really grab me, but it tried some things.
It finally convinced me that 2 different sides doesn’t work. It’s nice they could make buildings just for orcs — the elixir harvesters are terrifically grimy T-shaped oil pumps. But they pretty much copy the clash of clans troops. With only 1 side, they might have had time to be more creative. And it’s not like Orcs against Humans is something everyone always wanted to see.
Pressing the LiveStream button lets you spectate on a match. That’s new. It seems to be the highest level players only, but maybe that was the only battle going on just then.
I think they tried to fix the Next-ing system; the thing where you spend 20 minutes looking for an easy person to attack. In this you can go to a world map and see your neighbors, but you can’t use it for anything. Clicking Attack presents you with 4 possible opponents. But if you don’t like any you can get 4 more. The end result is the same as the old system. I don’t know if they had a plan and lost focus, or what.
This game tries to fix the “raid” problem. The gold you steal is multiplied by the percent of their base you destroyed. If a quick raid destroys 10% of a base and grabs 30K gold, the penalty drops the actual take to 3K. So clearly going for a serious attack on someone weaker is better, maybe. You might get 60% destruction and 60% of their gold, which is, ummm, 36%? While playing I never got comfortable with that math, and always get much less than I thought I would. I think I prefer the rule where you don’t keep gold unless you get at least a 1-star win.
The defensive barracks pop out special defensive-only troops. That seems like it would be pretty cool, but they’re not that much different than normal troops, and you have to upgrade them separately. After using that system, I’m convinced it’s better and more fun to re-use normal troops for defense.
Finally, heroes in this game are a perfect example of what not to do. You use only 1, with a limited selection. The special ability is making them attack a particular building. Pretty mild. Later you notice they can have equipment. One piece is about a 10% upgrade, which seems fine. You can have 4 pieces. Still not too bad. But with grinding you can craft level 2 equipment. That’s a big boost. All 4 pieces can go up to level 4, which is a massive boost. The really dangerous attacks are people who spent gems on hero equipment.
Hero Sky has got lots of nice features. As you can guess from the title, overpowered heroes ruin the game. But it has lots of nice features until then. It would be pretty fun until mid-game if the female heroes weren’t so over-sexualized. Clever new, or new-ish things:
- Donated clan troops go into a pool. Requesting troops gets you a random selection from that pool. This allows easy donations at any time (up to your limit). Some people really enjoy requesting “only lvl5+ wzards, plz” and won’t like this. They can bite me.
- Placable water squares, like walls, but they act as slow + poison. They’re somewhat useful, which is the exact right amount.
- Before attacks you can preload a small drop-capsule with a few troops. During your attack it can be placed anywhere. It’s nice. I like to load it with 2 giants to use as an emergency distraction.
- A novel troop, near the end (I haven’t unlocked it): a huge gelatinous cube which paralyzes a defense while attacking it.
- Tapping any two wall pieces selects all walls in-between. This is great, and should be in every clash-like from now on.
- The mode where you defend your base from enemy invasions isn’t new with this game, but it’s improved. Enemies come in 5 waves and you can use your army and heroes.
- Normal attacks use the same old Next-ing. But there’s a new wins-in-a-row challenge.
They worked really hard making a better clash-like. But the hero team worked just as hard ruining it. It uses the fall-on system of leveling lesser heroes to merge them into higher stars heroes to rank up the ones you’re actually using as your slaughter-meisters. Your army watches all of this.
“Castle Clash” is interesting for its clumsy swerve into a hero-team game. It’s a clash-like where the heroes grow completely out-of-control, and then, out of nowhere, a whole bunch of hero-only features open up. “We’re sorry we made heroes so strong that not only are armies useless, but your heroes can trash anyone’s base without even trying. So how about we give them something else to do”.
It appears to have started as a serious, even original clash-like. Troops are in an interesting-looking 4×3 grid of grunts, tanks, archers and wizards. Defensive towers can be customized at level 10. They put some thought into making it different. On the other hand, offensive troops waiting in Army Camps also defend. It’s your army against their army and their base. So maybe they didn’t know what they were doing. But at first you raise troops, examine their base, and work to get gold and victory. It’s an actual clash-like for a few days.
But the heroes get out-of-control quickly. You get 5 at a time, and they use the full-on collectable system of mega-upgraded Rares. Each even gets a pet. A pet! Then it gets five times worse. By the time I found the game it had “Starter Boxes”. Those things shovel 3 months of gold and “rare” upgrade items at you, instantly creating mega-heroes. The game was over 3 days in. When you attack any base there are a bunch of explosions, then your heroes fight theirs. If you win, you don’t even get any more of the stuff to improve your heroes.
Instead, new hero-only areas have opened up. Lots of them. Your 5 heroes can fight another player’s 5 in an Arena, or 1 giant monster. There’s a 4 player mode where 16 heroes attack an even gianter monster. There’s a dungeon (ultra-tough computer bases) with a Sweep button (the thing where you auto-win against something you already beat, since you need to do it dozens of times for the loot).
You base has one small use. One of the extra missions is a few computer heroes attacking it. Your guns are useless. You cauld make an army of 60 tough monsters, but don’t bother. They’ll last a few seconds. Only our heroes can stand against them. But you can redo your base, mostly the walls, to try and split them up.
I was so sure Castle Clash was a 1-time mistake. But the developer, “I Got Games”, also has “Clash of Lords 2: New Age”. The main difference is getting rid of the troops. Instead, each hero comes with a dozen tiny troops clustered around it. You still have a useless defensive base which anyone can beat, but no one wastes time attacking because they’re doing all of the hero activities, same as you.
I enjoy Clash of Zombies for its incoherence. Clearly it has a zombie theme. It’s also science fiction — your base is a crashed spaceship which the upgrades are repairing. It also has comic book superheroes. If you’re looking for the eloquent way they combine, you can stop. Mechanics-wise, you might assume it’s a boring clone, but it tries some new things, including a new idea for monetizing.
As for the zombie theme, your 3rd resource is Survivors. The generator is a radio tower calling people fleeing from zombies to come towards your camp. That’s cool, but it means you’ll later be spending humans. In the mini-game where you defend your base, the computer attackers are zombies. You can capture some of them for 1-time use later. That’s the only way to use zombies in your attacks. Out of all the heroes, only 5 are zombies. Except 1 is really a mutant from Resident Evil, another is Stitches the blobby hulk from World of Warcraft, and the last is zombie president Trump. The cut-scene at the start shows a base being overrun with zombies and tells you to rescue some guy from it. I never saw anything more about that.
Sci-Fi-wise, the whole base is futuristic. Defenses are blasters and lasers. One troop have an energy blade and one is a robot. The dragon is a huge anti-grav pod.
Idea-wise, it’s a mixed bag. Some seem pointless. “Arena” mode has you attack one base it picks, for Arena points. They give weekly prizes. I don’t think that adds much to the game. You can attack a computer base where the HQ has about ten million health, using all your heroes but no troops, and the damage you inflict stays. There’s a second defense mode where you’re attacked by only heroes, not troops. Nothing wrong those things, but they’re not all that fun.
As for good ideas, defense mode allows you to assign builders to repair buildings under attack. It’s somewhat fun, it gives you something to do while you watch.
The defensive buildings have customizations, unique to each type: a stun chance, damage over time, power-up nearby defenses, and so on. That’s some nice extra effort. But they can only be bought with special currency which can only be bought with cash. That’s pretty much the worst thing to do in a Freemium game — a big, obvious “I bought this and am better than you”.
I suppose once you have superman fighting zombies on an alien planet in the year 2300, you’re not expecting the rest of the game to be a well-crafted masterpiece.
In WarHammer 40K: Drop Assault, I look forward to watching the Ads.
If you haven’t had the pleasure, in the last year it became possible to put 30-second watchable video Ads on a mobile game. By possible I mean it’s now simple for a game-maker to get paid for them. Several services do all the work of contacting advertisers, handling the money and giving you a few simple commands to play Ads in your game. They even check whether the entire thing plays. It’s a real Ad, too – takes over your screen and can even show a “Download now” App Store button.
These days, a completely free game doesn’t need to sell you anything. It can play an Ad every 30 seconds or make you watch one before every round. Even higher quality freemium games often have you watch an Ad to get the daily bonus, or use “you’re out of energy – watch an Ad for more?” It’s all pretty clumsy.
Clash-like WH40K:DA does Ads brilliantly. It has: limited Ads, two clever ways to use them, lets you decide whether it’s worth it, and puts them in a place they make sense.
Ad method one is to reduce a build time. This is great since it’s rare and can’t be abused. You can watch 1 Ad/building and the reduction is a percent of the total build time. For a 15-minute build time you can watch 1 Ad to reduce it by 2 minutes. For a 16-hour build it’s 2 hours. The genius is how usually there’s no point, so it doesn’t feel mandatory. But rarely you open the game, see your long build is close to done and spending 30 seconds to finish it off seems like a good deal.
The other way to watch an Ad is to get 50% more stuff after winning a battle. This is extra-genius. You’re in a good mood after a win plus you could use a 30-second break. You feel like you earned the Ad. It doesn’t feel like a task because there’s a limit. You want to save the Ads for the bases with really big pay-offs. Even if you make only 1 attack you can look at how much you got and decide if 50% more is worth it (the game is still a clash-like – many bases have no loot and you just wanted to clear it off your map).
There is one more thing to use Ads for – the thing everyone does. On the world map you can watch an Ad once/day to get gems. That’s boring, but limited Ads still makes it a little interesting. Maybe you have 3 big attacks you want to increase, but you also want the gems – oh, the dilemma.
Star Squad Heroes uses the same Ad-after-a-battle trick, but it’s for a bonus chest, which isn’t the same at all. You just need to quickly win any three battles to get them all. The fun part, which is gone, is deciding how to spend your Ads.
A funny thing is that we had Ads in free games, back on the internet. Then they want away with mobile games — we didn’t know how to add them. And now they’re here again. Way back in 2000 free browser game ArchAge had a stat called “Luck”, which you gained by clicking on Ad links. They were just banners to read; I think the page got a few pennies per click, but it felt very much the same.
“Pixel Starships” from about 2016 is a slug-a-thon between fully customizable space ships. You’ll mostly be designing your ship with however many lasers and missiles and such. It has a small clash-like component — builders, generating gold and energy, stealing, upgradable vaults — but the game is old-style 1-on-1 spaceship battles.
Star Squad seems to be inspired by that, but is more clashy. You get a limited amount of rooms, unlocking in clash-like Town Hall style, with plenty of space to arrange them on your spaceship. You have an even more limited number of crew, and only they can fire weapons. Suppose you have 2 lasers rooms and 1 crew. One laser can fire. But when it’s destroyed, the crew member walks to the other. That’s more interesting than it sounds since missiles have an area effect. Fighting another player is still just a 1-on-1 spaceship battle, but it’s more active.
It borrowed the map idea from Boom Beach, as so many other games did. You upgrade a radar, which allows you to see more spaces around you, which have more and stronger enemies and special stuff. They did a nice job copying the computer bases. These are allowed to completely break the rules, since it’s fun. One of my favorites computer ships has only weak lasers and 2 crew to fire them, but there are 12 laser rooms. Every time you blow up a laser, you get a break as she walks to the next. If you can arrange it, a very long walk.
Giants are the first place where you realize Clash-likes are puzzles. Your first troops are warriors and archers. Those work well as a team. Next come goblins. They have no role in your warrior/archer army, but aren’t supposed to. Goblins are for the alternate “steal more, kill less” strategy. So goblins make sense. Then come giants.
It seems you’re meant to replace 5 warriors with 1 giant. The warrior’s job is to stand in front, sucking up damage. They did that pretty well until the defenders got area of effect mortars. That’s where giants come in. They’re basically mortar-resistant mega-warriors.
But then you notice giants target defensive buildings, which is not helpful. When you try to attack a bunch of gold mines, your giants walk sideways towards a cannon, exposing some of your archers. Possibly worse, giants can walk too deep into enemy territory, needlessly getting shot to ribbons. Defense-targeting is not a helpful ability for your attack strategy. Giants are also slow. Not a little slow; slow-slow. The archers can get ahead of them. It’s almost as if they don’t want you to blindly swap giants for warriors.
After a while, you figure maybe you’re meant to take advantage of giants’ new defense targeting skills. A mass of giants could take out only the cannons, making the area safe for archers. But there’s another problem. Not only are giants slow, they do very low damage. Their toughness makes up for it, but the slowness runs out the clock on your attack. Another problem, giants move to the currently nearest defense, sometimes making a zig-zag path through. When the skip even one cannon, your archers are in trouble.
It’s not that giants are bad. It’s that they don’t have any one thing they’re meant for. You’ve got several clunky attack strategies to choose from. That’s the point. A game that told you which army to make would be boring. Or at least the army part would be.
Almost to mock us, the game eventually hands out the perfect meat-shield. But the Pekka costs a massive 25 warriors. Now it’s too tough and expensive for what we need. Plus, by that point in the game we’re beyond that attack plan. It’s yet another unit that is probably useful, but has no one obvious purpose. That’s what makes the game fun.
Clash of Glory: Mech War isn’t a great game. You know that from the name. But it’s strange enough to be interesting.
There are no troops. All you have a small preset group of mechs, unlocking another every level or two. Attacks use this same 3 or 4, every time. The first is the only hand-to-hand one. But it’s not especially tough and dies quickly. A usual, the main danger is the enemy’s defending mechs (which are the same as yours).
Damage to your robots sticks around after each battle. They heal 1-at-a-time in their building. There isn’t even a queue — you need to come back an hour later and manually begin repairs on the next. But it’s not that bad since being injured doesn’t stop them from attacking again.
The hand-to-hand mech is your “leader”. I think you’re suppose to spend forever upgrading its levels before doing anything else. Maybe that makes it tough enough. It has 2 weak spells — a brief 10% buff to attack. Yay! There are 10 more but they need gems to unlock. I think you can make your original spells useful by using more gems. A weird rule is the leader can’t attack when it’s injured. But it gets to heal in it’s personal hero-house.
You normal mechs don’t have as much room to upgrade, but they can get 3 pieces of equipment in a funny tournament. A new map with 2 special bases pops up for a single day. You and other players are supposed to fight back-and-forth over them. At the end you get equipment based on how long they were occupied and how many times they were retaken. I had trouble beating it the first time. Luckily, I never met anyone else there.
Then there’s other little bits of weirdness. You get a list of attackable people, which doesn’t seem to change on its own. I attacked one guy several times a day. To build a Clan Castle to join a clan, you need “book pages”. I couldn’t even find out how to get those things.
War Reign is a nicely done Boom Beach-style clash-like. Besides some new ideas, it has 3 fully different races; elves, humans, and undead; completely different buildings, troops, spells and leaders. No one does that. The StarWars clash-like has 2 sides, but it pretty much had to. But 3?
Each race gets one passive defensive building. For undead it’s a pustule that explodes when destroyed. The humans’ is simply very, very tough. The elves’ heals other buildings. For traps, humans do damage, undeads do a percentage of the defender’s health, and elves also slow you (I think). The undead mortar does less damage but creates nasty grubs that love to chew on tough guys. Humans get a slow, hard-hitting cannon; the elves version is machinegun-like thorns; undead instead have an “Eye of Mordor” which slowly ramps up damage on 1 target until it dies.
Undead troops include cheap skeletons and wraiths that gain power as skeletons die. The first offensive undead spell summons more skeletons, while the second allows troops to heal by doing damage. If you want a healer unit or a blast spell, play humans or elves. Elves have the game’s only haste spell. Likewise the undead leaders can summon skeletons and heal through damage. Human leaders aren’t so odd, but have the only area-of-effect attack.
A problem with all this racial variety is the small troop selection for each. I have just 4 troops types unlocked and only use 2. It appears you can separately play as each race, but that seems like a lot of work.
A really clever feature is defensive spells for the now common “defend” mode. Undead have one to weaken attackers, toughen buildings, summon skeletons, and lure nearby invaders to one building. It works great, they recharge as invaders die, turning defending into a much more active game.
You win by killing the HQ – every other building instantly explodes. Attacks come from one side, so the HQ is usually at the rear. At first you can use the Beacon spell to run around for an easy win. But once everyone knows what they’re doing, defenses are extremely tough. And you can’t find easier people to fight — the game presents 5 players a day, at about your level. There’s a prize for 5 wins. That takes me about a week. Mitigating the impossibility of winning is that losers get to keep anything they steal. There’s a special item you only get from attacking other players, which is the main reason to beat your head against that wall (metaphorically – the game has no wall defenses).
The area with computer bases has the same difficulty problem. Boom Beach style, they become more and more difficult. Fine at first, but ramps up fast. Some of them look like misprints — huge interlocking fields of guns larger than you’ve ever seen. If you somehow power through, you need to beat stages 2 and 3 without replacing any of your losses.
Most of that isn’t necessarily bad. It’s a tough game, and there are plenty of attack plans and fast thinking spell use that might beat an impossible opponent.
Lastly, this game is from “SmileGate Megaport”. That doesn’t sound right, but it’s a South Korean computer game company and that’s their real name.
Despite the terrible name, publisher and theme, Empires&Allies is a nice-looking, innovative Clash-like. Even when the end-game gets spendy, it does it in an interesting way.
It looks nice. The theme is near-future military, so you get machine guns and a howitzer; but also orbital lasers, flying drones and mechanical crabs. The crabs pause then pounce onto your tanks. The stealth-fighter-shaped drones fly over their targets and cicle as they fire. The infantry have some grenadiers mixed in with the rifles. The beefy half-tracks zippily accelerate, overshoot and make 2-point turns. They leave little tracks on the ground. Your area-affect missile tanks arc shells directly over the target which then burst straight down in a cone of sub-munitions. Explosions rock nearby trees.
The buildings are a bit smaller than normal – your base looks like a little desert outpost. They also do a nice job making it so you can spot defenses and tell them apart. I don’t even hate the dialogue. Most military-themed games are boring rah-rah. Here, one of the rotating “new troop was built” messages is a sarcastic “nice base.” Cracks me up.
Mechanics-wise, Conquest&Empire is Boom Beach. But it has the usual improvements: a button to retrain all dead troops at once, selectable sub-groups for the “move to here” flare (which always costs 1 energy.) There are walls, but very weak – good for directing attackers into the gaps.
The absolute best new feature is the roving patrols. Plenty of clash-likes have defensive troops with a detection radius, usually pretty weak. E&A gives you 4-5 sets, with the option to put them on a long winding patrol (it’s just a toggle: patrol or stand around) and they’re fairly strong. They actually matter. The crabs slaughter armour, including heroes. But they do little to infantry and can’t hit fliers. Patrolling infantry is good for that. Patrolling tanks can survive your spells and have the longest range.
The NPC missions have you conquering earth, starting in Africa, occasionally retaking areas and fighting very tough bosses. Oddly in a Boom Beach clone, it uses a Nexting system to attack players, which means you can attack as much as you like. Looting uses a funny mix. It’s basically clash-like – a 3 star system and you only get loot from the buildings you destroy. But you get nothing if you lose. You have to get at least 1 star to get any loot at all. You never a get a free shield, but you can make one. Attacking other players gives parts which can be used to build various things. Making a shield item takes about an hour, and you can save them.
End-game gets funny. You build and collect lots of power-ups and are expected to use them before attacks. One provides a day-long 10-point increase to starting spell points. Each of the 5 troop pads can be powered-up (they change to an “Alpha” version of that troop.) An event gets you 15 minutes of a free mega-spell (for 15 seconds you can use a machine-gun or laser on the enemy base. It’s almost a mini-game.) There’s a massive area nuclear blast spell (you get 5 uses for joining a clan, not sure how to get more.) You can enable free repairs for your hero (see below.)
Defensively, you can build and enable a stealth field (you can be attacked, but part of your base is hidden.) You can drag a pretty substantial day-long power-up onto a defense. And, I’m not sure what these even are, but sometimes a helicopter drops rediculously tough defensive troops (even on NPC bases.)
I haven’t gone all-out on power-ups. It seems as if an active free player can regularly make them. But realistically this game requires $5/month to always have them on.
The heroes are interesting. You can use one at a time, from a choice of 3. They unlock mid-game (you have to win about 30 battles against other players to get the currency to unlock the first one. Then even more for the rest.) The tank hero has a big, regenerating shield. The sniper hero has a longer range than any defense (but the anti-tank patrols will cream it, and it walks very slowly.) The last hero flies. On defense the hero you select can wipe out swaths of attackers with its special (the game plays a very distinctive warning tone when you scout a base with an active defensive hero.) But heroes don’t auto-repair, and repairs cost a lot. You can’t really afford to keep a hero on defense. Of course, if you somehow can you’ll do much better.
The heroes also level up by fighting, which is always a problem. Items double the experience gain or simply give a pile of free experience. My level 6 sniper hero can solo NPC bases which would otherwise be darned tough. I’d imagine being able to somehow power-level a hero gives a huge advantage.
But all-in-all this is worth it for a month or two of free play. Then it looks like a pretty good game if you’re prepared to spend a few cups of coffee a month on it.
Then, lastly, it’s from Zynga. Zynga is famous for inventing FaceBook games that spam your friends and give gems for filling out credit-card applications. And for being worth a ton of money until everyone hated those tricks and they weren’t. I suppose they’re just another publisher now, but it’s not a name you expect to see on an actual game.
People love army tanks. They’re tough, fast, and do high damage at a long range. If your clash-like is modern or futuristic it’s gotta have tanks. But a clash-like can’t have realistic army tanks. The amazing thing is we can make something that’s nothing like a tank, call it a tank, and players will agree it’s a tank.
The problem is that in a point system, everyone instinctively thinks of units pound-for-pound effectiveness. A tank doing the damage of 10 men but costing 20 is a low damage unit. That’s not just math. Your last army had those 20 soldiers and you can clearly see the tank is killing at 1/2 the rate.
You can make a deadly, tough unit — costs 6 but has the damage of toughness of 10. All you need to do is give it some horrible drawback. But tanks only have advantages. Their high speed is nice, and long-range is a huge advantage. They suffer in rough terrain, but clash-likes don’t have terrain. You can’t have a unit that’s above-average in every area. It’s a super-troop that ruins the game.
To make tanks fit into a point system, we’ll need to give them drawbacks. We’ll change their speed from fast to slow. That seems crazy, but treads feel slow and everyone’s seen war movies where a tank crawls along city streets. Next we’ll give them low damage. We have to make a big cut somewhere. We preserved toughness and long-range. It turns out that’s almost enough to make them feel like tanks.
We use the rate-of-fire trick to make tanks shots feel stronger. Instead of firing for 50 damage every second, they fire for 100 damage every 2 seconds. That’s the same low damage, but when they first drive up to something and deliver that double-strength hit, it feels strong.
The net result is a group of tanks slowly rolling to within long range of a building, then slowly knocking down its health. The tanks are taking very little damage in return. Then slowly moving a bit to the next. These tanks feel like an unstoppable force. The entire effect is so … well … barely acceptable as an army tank, that it’s widely copied.
“Cloud Raiders : Sky Conquest” isn’t the most fun game — the troops are the same as CoC. But they added interesting stuff, good and bad.
Their base-defense mini-game has 4 stages, with a break in-between. You’ve got 3 special defensive spells and are allowed to deploy your army. After an attack you’ll probably need time to retrain killed troops. The second is the same, but the third wave includes a unique pirate boss (a pauses mid-attack announces its arrival). The fourth stage is a counter-attack — you attack their pirate base using your normal army. That’s a fun little story. But you’ve got 24 hours to complete them all or you get nothing. It can be too much of a commitment.
There’s another defense mode they call a “Titan Invasion” — a single huge monster attacks. When you finally beat it, you go to a screen showing you’ve passed 1 out of 5 stages. You can pay real money to collect your winnings now, or keep going (which realistically will be next week, since it’s tougher). That rubs me the wrong way. I understand that games need to monetize, and there’s nothing wrong with unlocking a new way to spend cash. But they should be more clear about it.
I really like their new reserve idea. Every so often the game gives you random troops for free, set aside in a “reserve”. They last for a few days, then vanish. Sometimes they’re troops you normally wouldn’t use, but they’re free and you can’t save them for later.
All games try to push you into joining a clan. The idea is you’ll make friends and play the game longer. Some force you to join, but most try to impress you with the benefits. Cloud raiders idea was giving you 25 wall sections and 3 traps for joining. I’m not sure that really works, since it won’t encourage you to stay there. But it sure is creative.
The aesthetics are great. Instead of evenly spaced fake-random junk to clear, it comes in realistic clumps — some grass around bushes or trees. There’s lots of whispy fog drifting over — you’re an island floating over the ocean, in the clouds. The elixir is even named “clouds” with collectors pulling it out of the air. When you change island skins there’s a lovely animation showing floating pirate ships lifting buildings and dashing to your new home. It’s really impressive.
The walls use hand-made pictures. A stand-alone wall section is a big post. Line them up and the posts are replaced by a log-fence picture. There are hand-drawn T-sections and 4-ways. The ends parts of long wall sections slope down into the ground. Two touching wall sections, along, makes a low berm. Just beautiful. 30-year-old ACSII maze-games used that trick: “the picture is based on what other walls you touch”. It’s nice to see someone remembered it.
Something I really didn’t like: the game starts out showing you how the Beacon spell works — the thing where you can make all troops walk to a spot, usually to regroup them to another side of the base. But it’s a consumable. After you cast it once, it’s gone. You can’t use it in any more battles until you somehow get more. The only way seems to be with gems. The other annoyance is a beautiful tentacle rising from the ocean, shaking gold out of a chest. Tapping it brings up the daily gem deal. After choosing NO there’s a second window with Cancel/Skip. It turns out that Cancel cancels skipping, which returns you to the previous Yes/No screen. When you tap it by accident, the proper sequence is “No, Skip”.
This is advertised as cross-platform: Android, iOS, Windows and FaceBook. It’s from 2014. Was cross-platform a new thing in 2014? Were Windows games still big then? The studio, Game Insight, is based in Lithuania. Was Windows big then in Europe?
Interplanet starts off as a clever outer-space clash-like. Then it swerves when you realize your army is just a bunch of heroes, slowly leveling up. Then it goes nuts and turns into a persistent guild vs. guild conquer-the-galaxy.
The bases are very creative. Every building needs to connect through tubes, eventually to your HQ. Buildings come in different sizes, and 60-degree 3-way connectors exist, so things aren’t on a grid. There’s a real art to putting things where you want, connected. There are 2 races. The non-human one uses 5-way connectors — their bases are very geodesic-looking.
As a space game, everything attacks from longish range but it’s balanced nicely. Your “tough” spaceships still fly in front of your offensive ones, and about the usual number of defensive guns come into range as you advance. For spells, every ship has a 1-use special. Tough guys get a 6-second shield, archer’s get a mega-shot, the missile-ship launches a wide arc of doom. Traps are wonderful. You have 2 or 3 space mines, and that’s it, but the explosions are huge and deadly. Luckily the mine-sweeper special skill disarms mines in a large radius (as all skills, it has 1 use).
The army limit is funny. At first you have the basic point limit, allowing more and more ships. But there’s a hard limit of 15. I’m not sure what harm an army of 25 small ships would cause. But once you hit 15, all you can do is replace your cheap ships with more expensive ones. Now we’re in the problem area. The newer ships you get are simply better visions of tough-guys and archers. There’s not a lot of variety.
And we’re finally at the real problem. It’s a hero game. Your ships don’t die, and need to be leveled-up and upgraded from C to B to A to be useful. It takes lots of time and space-gold to get a useful ship. You’re locked into using your 15 good ships in every attack (I tried easy raids with 15 cheap-o ships. Died too fast without getting much loot).
The game is old-school about how often you can attack. Damaged ships need time to repair. At mid-level destroyed ships take 12 minutes, and at least one ship is always destroyed. It’s a 12-minute wait between battles. It also costs money, lots of money. A fully destroyed fleet will bankrupt you.
The game has some minor silliness. The buildings, even the guns, look alike – lots of shiny grey. I think they realized this too late, so now defensive buildings have crisp icons over them during attacks. Weapons also have a paper/rock/scissors mechanic against types of armour. You can’t do much with it though. It’s best ignored. The gold-targeting “goblin” spaceship doesn’t even have the weapon type that hurts gold vaults more.
There’s a really cool feature allowing you to fly your base next to a planet. Normally you’re in black, empty space. If you build and upgrade the planet-finding building and do a day-long planetary survey, you can move your base. All you have to do is beat the computer-controlled base guarding it. Once there you get bonuses to production for a few days. You see the bonuses in advance, so you get into a cycle of researching a few candidate planets before you have to move again. The art is beautiful “majesty of space” 2.5D style. Finding a planet is worth it for that alone.
Eventually, you unlock Conquest Mode. It’s a different game. There’s one big map where every guild fights over the best planets. You bring in your spaceships but they’re completely different: the stats are different, attacking a planet takes hours of travel, and battles are text reports. It’s another version of Game of War:Fire Age. As usual, the strongest guilds camp out on the best planets, getting the best spaceship equipment, pilots, and so on. You need to keep on with the clash-like part since ships come from there. So now you’re playing 2 different games at once. I don’t see the point. How many people want to mix a 3-minute casual action game with an ultra-competitive action-less one?
I should have known there was a problem early on. The game showers you with free gold. That’s always a bad sign. After a full month I had upgrades I couldn’t possibly steal enough gold for, except for the saved-up free gold packs in my mailbox. When a game isn’t interested in having you just play it that’s a sign they know it’s not fun.
“PlanetStorm: Fallen Horizon” is mostly a 1/2-done version of Boom Beach, but it has some very nice parts.
It has two unique races. The troops are different, and they’re fine. But the defenses are really cool. The humans have a flamer — units take damage for a few seconds after being hit. The space-elves (more on that later) version is an electro-tower. Hits jump to several further targets, shredding archers hiding behind a tough-guy. The humans longest range weapon is an area-effect shotgun, while the space elves is a continuous-damage single-target beam weapon. The humans second cannon is pretty cool – every few seconds it picks one target and, over a second, fires 4 red blasts at it. The trickiest part is remembering how the other side’s weapons work.
The resources are carbon, iridium and uranium, mined from your asteroid (you base is a small asteroid). Wikipedia says carbon and iridium are what actual asteroid miners would probably dig for. This game is educational.
The intro is really something. First your derelict spaceship’s AI snidely rebukes you for fighting every scavenger you meet, sustaining all this damage. Your only hope is crash-landing on an abandoned mining asteroid (where the remains of your space ship become your HQ). A gruff drill sergeant yells at you for trespassing, then offers you some advanced units for an attack. You play through the battle. Next, a woman in low-cut space-elf armour does the same thing. After that battle your ship’s AI relays an overheard conversation about you being the chosen savior of the galaxy. Then you choose your race. Humans have “overwhelming power” and space elves have “high-tech”. Huh.
Next are some duds. You get 1 leader. There’s no explanation, no building, no way to upgrade it or even see stats. It just shows up for battles. This game also half-way uses the people/mech upgrade building idea. You get an overall upgrade building, then one for only machine troops, and a third for only human troops. The better scheme loses the first building — heavy tanks are completely serviced in the heavy tank building, and so on. There are also frequent guild events where only the top-scoring guilds get anything. I’m not a fan of those (even though my guild full of randoms came in 8th).
The most impressive things about PlanetStorm are the battle maps. The game studio, Aykiro, lists employees under two categories, Game Developers and Artists. Now I see why. One battle map is a raised rocky ring surrounded by talon-like rocks, a round pit-like moat then the blackness of space, with scorpions crawling in the pit. Another is an asteroid top in a beautiful panoramic view of an asteroid field, with meteors streaking by, exploding when they hit something. Another is a grassy island in a river with waterfalls – 2 baby dinos wander along a ledge and check you out; while a rare spiderpion walks out of a cave and back. The ice-floes area has a fat lizard man walking behind the ice piles, while angry yeti wander the snowy edges, roaring. My home base has a giant prowling sandwurm and a migrating dust tornado.
Even the main map has a Barbarella feel with churning brightly colored dust clouds and parallax as you slide the screen. It’s by far the most work I’ve ever seen on the environment in a game like this.
On first look, “Craft Warriors” looks like another minecraft-themed barely-a-game. But once you puzzle it out, it’s a good, very original clash-like.
The main thing that stands out is attacking with only 6 units. The cool part is that left-over points can buy replacements, for when the first copy dies. Some people like to buy 1 extra copy of each, using the army in 2 waves. Or buy all expensive units and when they’re dead, they’re dead. I used to use 2 back-up archers, since so many accidents happen.
Even cooler, spells use the same system, out of the same pool. If you want 2 fireball spells, that uses 1 troop slot plus the point cost, coming out of your troop budget.
The units are nicely done – unique and none clearly better that any other. The second ranged troop out-damages archers, but can’t shoot things on top of towers (explained later). The Bandit is a tank/warrior hybrid with a small area attack (like CoC’s Valkyrie). The Paladin is tougher than your first tank, but more expensive, does less damage and slower. The ninja is mostly good against other troops, and climbs walls. There are 18 unit types, total. People seem to use them all about equally. My favorite is the spearman. If it has a straight line it charges for extra damage. Placed well, it can destroy one building after another. But anything blocking the path, or not enough distance, prevents a charge.
Defenses have a few clever bits. For the buildings full of defensive troops there’s no nonsense with clan donations or training. You set the troops for it, and you’re done. The AI is also pretty good at having them not rush to their deaths, and running them back to cover. There’s a trap that tosses attackers a few spaces away. The secret is throwing invaders into your base where they can be quickly killed (Clash of Clans “builder” bases did it first, but great artists steal). Another “trap” involves a pop-up wall. It works because the apparent gap lures troops in, then they’re stuck where you wanted them when the wall snaps into place.
Several defenses are line-of-site. If you put them next to something taller, they can’t shoot in that direction. Luckily, we have weapon towers. They’re just tall flat-topped blocks, but you can place a weapon on top. A few ranged troops can shoot directly at the weapon, but most need to beat the tower up first (the weapon drops to the ground, takes some damage, and keeps firing. It’s so cute).
Other nice features include automatic free trap resets, and no troop training times — you use attack tokens. Attacking doesn’t break shields. Building unlocks are based on your overall level, gotten from upgrading anything. The game even allows you to watch replays when the computer has someone attack a copy of your base (which happens a lot).
It’s called Craft Warriors because players can build the troops, lego-style, from lots of tiny blocks (yes, they’re 3D). There’s even a shop to buy other people’s models. As you’d guess, trademark violations are the most popular: DeadPool, Batman, DragonBall Z. Plus, of course, Nazis. The game has a dozen different races, but all they are is different character models. You can re-edit them with little tweaks, if you want. The weapons always stay the same, and are large, so you can figure out what the weirder designs really are.
The only thing you need to know about Monster Castle is that your base is a cutaway side-view of a multi-floor castle. Attackers come in through the only door, walk across the ground floor smashing things, make their way to the stairs and repeat. You get a decent troop selection, hero special abilities, and spells. Maybe that makes up for only having one entrance and a single path. And the animation of the front door getting kicked in is just darling.
Defenses are a little interesting. You can slide around the ladder on each floor. Monsters seem to clear one floor before going up, so you can try to make them walk across and back, hitting every trap twice. The short-range bolt gun is best placed on the floor above a tough obstacle, a little in front. The mortar should be placed even higher (it’s funny to watch it arc up though floors, back down, then finally decide the target floor is solid enough to cause it to explode). As you level, three customization options unlock for every defense. The bombs have an option to be wider, or stun, or knock victims down through the floor. The “barricade” (just a strong 1-space obstacle) can turn to tougher steel, reflect some damage, or explode on death. There are cute pictures for each.
The dragon trap is a fun gold sink. It’s basically a bomb — your dragon flies across that floor, breathing flames. Off-the-clock, your dragon lives in a cool cavern below your castle, asking you to plow extra gold to level it. If you have extra “wine”, you can use it to water your magic beanstalk (which levels up the quests it gives).
The troops are the usual – close-range orc warrior, gnoll archer, bearman tough-guy, healer, 2 floaters (they go through floors, which I assume means they get quickly slaughtered). 9 troops total, plus 5 spells. And every troop also has 3 customization options. The bears can get extra HP, reflect some damage, or a chance to resist the spring-away trap. That seems like plenty to play with.
As you upgrade your Throne (your HQ), the floors get wider and you sometimes get a new one. This is also a problem, since attackers can also be dropped in vacant spaces. Plenty of abandoned bases have an empty top floor with a straight route to the Throne Room.
The game suffers from the usual hero inflation. You’ll eventually be slaughtered at the front door of a castle by a bought epic hero, upgraded using tokens from bought chests. It’s difficult to know how fair it is. In some games the $3 hero is practically required, and the $50 hero isn’t that much better. But the dangerous heroes here seem to have lots of paid upgrades.
The theme is monsters uniting against humans, the main baddy is an over-proud big-jawed Duke, who constantly mocks you in cut scenes. It’s cute and cartoony. As you admire that, have another look at the loading screen — it’s lovely 2-1/2D with depth planes that shift as you tilt your device. Lemix game studio did a nice job. But the publisher is TenCent – a huge Chinese internet conglomerate. I’ve seen them in the news, but this is the first of their games I’ve played.
“Mini Kingdoms” at first looks like a typical rushed halfway Clash clone, but once you get past the art, it’s a nicely done, original, tight Clash-like.
At first you get warriors and archers, then giants. Yawn. The only resource is gold. There’s no theme and sloppy art. But then you notice how it actually plays. Attacks use tokens – no training. You place 3 squads, which can be changed at the start of the attack. Time stops while you’re placing one, and arrows show what they’ll attack, and the next two buildings after that. That’s pretty nice. There’s a toggle for x2 or x4 speed on the battles, which is good since there’s nothing to do once you place your squads.
The wizard troop is pretty neat. It does less damage than archers, but hits an extra building touching the first (a simple but pretty 2-part electric beam). Overall it’s better than an archer. But if the nearest target is killed first, it won’t necessarily keep on the second, and players have learned the anti-wizard tactic of having buildings not always touch. In practice you look at the base and decide: archers or wizards?
Defense-wise, you get some guns, but the third defense is great – a short-range giant-killer that you really need to plan for. It fires a huge shot every 5 seconds. If you let your giants get close, they will die. But archers can kill it with only a few losses since it fires so slowly.
The bombs look like garbage – triggering them produces a red circle for a second, then troops take damage. But they work great: you can see them, there aren’t many, and they trigger at 6 spaces and affect 7. It will reliably damage most of an archer squad. You’ve got to think about who will be where when they’re set off. The chicken-trap is anti-giant. The tool tip is wrong – it turns one unit into a chicken. It’s kind of funny since the chicken keeps attacking and runs pretty quickly. Sometimes it can stay alive for quite a while (but it always eventually runs ahead and is killed in one shot).
All-in-all, you have to look over the enemy base, check locations of everything and carefully place your three squads. The game gives you time for this. And you have to work for gold in this game. Build times are fast and gold costs go up fast. You get 3 attacks in an hour and opponents give predictable fair amounts of gold, mostly for winning. I think my longest Next-ing streak for a good base is 3.
Higher level troops are a flying archer and flying giant. Yawn, except the terrible art style is hilarious: one’s an archer riding a huge bat, the other’s an armoured guy riding an armoured bat. Then it gets very strange. There’s a ground fire-mage that spawns air troops when it attacks. And an air troop that does the opposite. Some of the high level defenses seem extra whacky, but I haven’t seen them in use.
It’s an interesting no-frills Clash-like. Quick to play, not too much to do, but all good stuff.
“Plunder Pirates” is a terrific example of an overstuffed Clash-like which beautifully hides staid gameplay. I saw it just after minimalist “Mini Castle” and they make a great contrast. Plunder Pirates adds side-missions, lots of Leaders, 2 unique bonus resources; and good lord did their art department do a great job. Only a crybaby like me would want it also to be fun.
The clash-like part is pretty standard: a 6-minute delay between attacks as troops train — there’s no reserve army or training queue to make that nicer. Your Leader does most of the work. The best way to get gold is raiding exposed collectors of someone much higher level. Hand reset traps. To be fair, there are two fun defenses. The Bunker is a long-range machine-gun, but it only shoots in a 60-degree arc. The Pirate Ship building also has a limited arc: only straight out from the long sides, at long range. There are also troop specials — for example, a 1-use button to make all pistol pirates shoot 50% faster for 6 seconds. But all-in-all attack and defense is blah.
Upgrades require Gold or Grog (stored in big beer barrels, so cute), but also 2 new things: Battle or Resource points. Sounds promising, but you get them through a busy work quest system. It’s fun at first: there are 8 quest slots, tap&wait, replaced as you complete each, with no limit. The fun is the 4 named quest NPC’s. Each quest shows little pictures of who it needs – sometimes just 1, sometimes 2, 3 or all 4. With planning and luck you can keep all 4 working. But it quickly becomes a daily chore of slow-motion whack-a-mole.
The other quest system is the exploration map. You get a ship with a range based on your Pirate Ship building. Trace out a path to sail and wait. A trip might take 1/2 an hour. Besides exploring, you can sail to attack the sea monsters which pop up. Also a 1/2-hour wait. And it uses up your entire army. In fact, merely exploring uses up your entire trained army. So, you can’t use this screen during the long wait between attacking players.
The random rewards for exploring sometimes include upgrade materials for your leaders. That’s right – you grind out upgrades for the already too-strong leaders, with a timed quest system. Sigh. Even more fun, you often get the specific upgrade items for heroes you don’t have (to encourage you to buy them).
Other than that, Plunder Pirates is magnificent. You can spin the base view. Buildings are 3D. There’s an auto-tour button that walks around your town, watching your 3D quest-doers acting busy. Your first leader has a unique zipline animation. Attackers come with cute little boats, paddling to the beach. Buildings don’t need to connect — attackers have a swim animation. You can actually see them swimming. Dead buildings shake and collapse, with a cloud of smoke and a cheer.
It can rain. Each 3D map monster has a unique attack animation (the shark shakes you in its mouth). The simple quest descriptions are funny. The buildings look great, the water on your base map makes you want to take up scuba diving. The obstacles (which take longer to clear than normal) are lovely ocean detritus.
The menu art style is almost too stylish to be in a game. The theme is “things made of paper cut-outs” (note to self: how have I not seen Isle of Dogs?) Troop upgrade trees visually look great, and sometimes branch and rejoin. They have fun bonuses: extra health, +1 range, gain a special ability, get a bonus vs. map quest monsters. Clash’s “Builder bases” did this first, but it’s nice this game noticed and copied.
To sum up, the clash-like part is leader-heavy and painful unless you gem. You get lots of free stuff in starting Acheivement chests, which is always a bad sign (but, as with everything else here, they look just terrific.) If you like relatively easy games where you can do a bunch of different things, and don’t mind attacking and defending sometimes, as long as you don’t have to memorize a bunch of troops and strategies, Plunder Pirates is a fantastic game.
Healers seem like an obvious part of clash-likes. We’re always wanting units that do different things, and healing is certainly different. Clash of Clans healers seem strange: they’re large, fly and only heal ground troops. That’s actually brilliant. Many games don’t realize that and “fix” healers in a way that ruins them.
Every game needs a way to stay interesting. In a clash-like, new units do that. But not if you can just drop them into your army. Getting a better archer is a waste. You replace all of your old archers with them and it’s business as usual. That new unit was interesting for about 5 seconds. Most games have healers like that.
The standard healer is like a priest — walks behind, casting area heals on the front-line. That seems like a big change to your previously non-healing army, but the end result is no change. Replace a few tough guys with healers, who now hang out in back with the archers, and you’ve got the same strategy as before. Finding the optimal number of healers takes time, and is a little fun, but not that much.
Suppose you got healers when fast flying troops are currently the best army. Healer are a no-go there since they can’t keep up. But maybe you can revisit old ground troops. Healers can make them useful again. But far too many games give you a healer when your current army has troops which are just perfect healing targets. Same now-boring attacks, just with more green glow.
Clash of Clans’ big, flying healers aren’t boring. You can’t use them in a flying army, since they can’t heal flyers. If you use them in a ground army, healers are the only target for those deadly air defenses. Since they’re large and expensive, using even 1 is a commitment. They’re hard to use, which is the point. Those healers aren’t boring.
The Star Wars clash-like has no problem with healers because of the clock. Plenty of tank-like units are slow and tough. You’re less worried about them dying than about the clock running out before they get very far. Healing them solves nothing. A healer can make some of your harder-hitting but squishier units viable again.
Empires&Allies uses healers to solve a different problem. Starting infantry always becomes useless after a while. E&A has a mid-game upgrade giving them a medic. You buy an infantry squad, place it, and there’s a medic with them, casting healing spells. It’s great. But it travels with the Infantry. You’ve got to resign your army to keep infantry from running ahead and dying.
The coolest thing about Clash of Clans healers is how the flavor text ties it together. It seems impossible to explain why healers are big, flying, and can’t target the ground. But, Angels! Angels are impressively large and fly, They can’t heal flyers, since flyers in Clash are evil imps and dragons. It’s such a perfect explanation.
All-Star Troopers is the first true childrens’ clash-like. The creators have a nice article explaining how it started as something completely different. That makes it even more impressive, since it looks exactly as if someone decided to make a simplified Royal Revolt, with some Clash Royale thrown in.
Everyone advances at about the same rate. There’s a limit of 3 loot chests a day, which is where you get most of your stuff. You need to win them in battles, but you can keep trying. Eventually you’ll win 3 easy ones. You don’t get much else for wins, and don’t lose much if you have terrible defenses and get beat a lot. Anyone can make the same steady progress in this game. Which is nice for kids.
Bases are paths to the HQ guarded by various guns, waves of defenders, and 1 big wall midway. You can’t change the path or select the defenders. In an older game, Royal Revolt, you can — you fully choose between multiple troops for each wave. You even get all the barricades you want. In this game you don’t even buy or upgrade guns. A point system selects defenses, switchable at any time. And upgrades are in the style “Upgrading cannons to level 2”.
On the attack, you don’t need to prepare. Waves of troops come with you, but they’re all the same. Again, in Royal Revolt you fully select them, calling for them when you’re ready.
The result is less busywork, and almost no need to plan. Which is fine. The action part is fun enough, vaguely. Your hero is fully controllable and the waves of attacking and defending enemies make it interesting. Even though you use 1 hero at a time, you can instantly switch back-and-forth between 3, giving you 3 special attacks to choose from. There aren’t even that many different heroes to collect.
One feature that really sticks out — whenever you level up enough, you’re moved to a new area. The path is a little longer, the various obstacles move around, and obviously, your guns are gone and need to be placed again. This is their way of giving you longer and longer paths, without you needing you to do any work making them. Then there’s the theme. Your base is a spaceship floating over the planet, except your real base is on the planet. The attack/defense minions are bipedal pigs. The heroes are various human animal mixes. Kids like that stuff, right?
First, let me write that I’m sure talented hard-working people worked on Billion Lords. They did a nice job adding all the modern clash-like stuff. It’s such a shame that it’s impossible to attack in this game, making it boring and pointless. It’s far too easy to set up unbeatable defenses. All can you do is sit and safely farm to buy upgrades. Once you do, you can get better troops, which are also impossible to beat anyone with. Your only entertainment is occasionally watching replays of a massively expensive army being wiped out.
The game works like the Dungeon Keeper clash-like: you dig a path and have to connect all buildings and entrances. Entrances are at the 8 compass directions on the edge of your base. In Dungeon Keeper you can attempt to funnel everyone through a single gauntlet, but that attacker has tricks: wall-destroying spells work well, since the defender doesn’t have much space. Attackers also got useful early flyers.
Billion Lords doesn’t do any of that. There’s no way for attackers to bypass walls, and you have lots of room to make a maze. Every attacker has to go down a single hellish path. To set that up, first make a big ring connecting all 8 entrances. Then a single path leading inwards. Walk that back-and-forth in front of your mortars and zappers. Add extra twists so it takes 30 seconds just to walk to your door. Just in front, place the bomb that kills giants in one boom, with a freeze trap before that to make sure everyone is gathered up. Put your -25% weakness trap just in front of where your leader comes out. Then put every gold vault behind that. No one will ever get a single coin.
Anyone attacking a few times will quickly see how things are and make their own base that way.
It gets worse, sort of. Deep down is a troop that says it blasts through walls, always going straight to the enemy HQ. Sounds encouraging. If you spend an extra month to level up and unlock it, it’s merely a very expensive self-destructing bomb. Even so, it seems useful, until you notice the broken AI. It may walk forward and explode, or may wander a bit first; but the one thing it won’t do is walk into a space exploded by a previous bomb. If you leave a 3-space solid wall around your base, which you have room to do, the bomb troops are useless.
Hilariously, one attacking strategy works. The “wizard” leader, buyable with 1,000 gems, has a special ability that strikes several random buildings, anywhere on the map. Place this and only this at the worst possible entrance. During the 50 seconds it takes to walk the maze your wizard will have auto-cast his spell several times, hopefully hitting several resource buildings for cash. Then press abort and repeat.
The last bit of fun is the funny resource balance. You have stone and gold, and always need gold. Troops, of course, cost gold. Attacks likely lose a little gold, getting more stone that you can’t use. But that explains the tagline “it’s good to be evil”. The only reason to attack is out of sheer boredom, losing money to send troops to their deaths. That’s evil, right?
The tag for “Mad Rocket: Fog of War” is that enemy bases are covered in fog, needing to be slowly revealed. That’s true, but undersells how original this game is. The mechanics are borrowed, but they fit together so well.
Firstly, the ground beneath bases is made from a dozen large tiles. Nothing exists outside of it. If they’re arranged in an H or an E, troops need to walk down a leg and back up — they can’t cut across. If it has holes, troops need to walk around. Invaders are air-dropped inside this area, preferably directly on top of a cannon you want dead. Of course, you won’t know where that is until you clear the fog.
Each little bit of fog clears at the least provocation. Troops remove it as they move. Any spell clears the area underneath — the area-effect missile spell is good to aim blind as a fog-clearer. And anything firing at you removes its fog. If an unlucky drop puts your troops between 3 guns, at least the guns are uncovered. If you don’t like fog, you can still play. The scout spell clears it, but leaves you with one less spell slot for your attack.
Now we get to the good part. Attacks are a race against the clock. You get 4 re-castable spells. Two are troop squads — soldiers and tough guys — on a 45-second cool-down. Live or die, you get to place more every 45 seconds, as long as the timer doesn’t run out. You get a big missile swarm every 10 seconds, and a single-target rocket every 2 seconds. Besides cool-downs, spells use energy. It regenerates quickly, but if you really need to fire 3 rockets in 6 seconds, some other spell will need to wait a few extra seconds.
Clearly, keeping your troops alive for as long as possible, which is not very long, is the way to win. Your spells can destroy land-mines and guns, and uncover safe spots for the next group, while the troops shoot up the regular buildings.
Now we come to the really fun part. Every spell can be shot down by air defenses. The basic one has a medium radius and fires like a machine gun. Even worse, all spell airplanes fly up from the bottom of the map. If you try to drop your soldier squad north of an air defense, it will be shot down, all men lost. An air defense can easily defend itself against rockets. But it turns out that the tough-guy airplane is also pretty tough. For the second or two it’s in flight it can distract an air defense, allowing another spell to fly in safely. A later rake-the-ground-with-bullets spell is also pretty tough. Much later, you’ll get a unit who’s only job is to hover and distract air defenses. But by then the defenders have more types of air defense.
The game nicely rewards HQ destruction. You get 1 minute, 30 seconds for an attack, but destroying a building give you a few more seconds. Destroying the HQ removes all fog, which is pretty nice, and gives you a larger boost to time. The system of adding seconds make battles more unpredictable. You can spend the entire last 30 seconds of a battle only seconds away from losing.
You might think the theme is modern military, but it’s science fiction. You’re on an alien planet, mining pretty green Eternium crystals for “The Scientists”. The bad guys are trying to get it before you do. For no reason, the people giving you reports are young women wearing sexy Halloween costumes — very revealing tight dresses with lots of holes, except actually sewn onto a pale body-stocking. It’s jarring. The troops are a copy of boom beach: white male soldier, black tough-guy, female sniper (actually called Laser Girl in this game. The soldiers are not called “Rifle Boy”).
The special thing about Fort Stars is how it makes a side-view base work. Usually these are boring single paths. Fort Stars makes it somewhat exciting. But the rest of the game — ug.
Instead of placing defenses in an empty castle, you place rooms. They go in several stacks surrounding your Throne Room. The attacking team of 3 heroes fight their way through. They prefer the bottom, but if lured onto an elevator with one of your “go here” spells, they’ll gladly continue along that level. The Throne Room is a mini-boss. Beating it ends the battle. The heroes have probably gone through 3 rooms out of 15. They haven’t even touched the other side.
Here’s where it gets good. Some of those skipped higher-up rooms held the gold. Oops. Some were “buff” rooms that made the ground-floor monsters tougher, or long-range catapults. But more than that, merely beating the Throne Room is worth only 1 victory star. For the full 3 you need to destroy about 2/3’s of the base (the game shows the count). You’ll need to use that “go here” spell to drag them on a route. Even more fun, the defenders get points for each hero they kill. You have to beat that or you lose. If you go for broke but lose your 2 weaker heroes, aborting back to the Throne Room is no longer an option — you’ll lose 2 to 2.
The fun of the game is pushing your luck to get more gold and stars. Besides the “go here” spell, you can aim the heroes special attacks, and summon various monsters and blasts. But otherwise your heroes just do what they want. Setting up a defense seems interesting — plenty of interesting rooms, a point-limit, and a variety of traps.
The bad stuff comes in 2 parts. Everything in the game advances by collecting cards from chests, mostly from grinding your dailies. There’s a direct correlation between how many days you’ve actively played and your overall level. The second badness is the completely new gameplay in a “crush your neighbors” world map. You have to join a guild and kick lesser guilds out of the choice areas. I’m not sure what that eventually gets you in the regular game, but it must be something.
And now the mandatory aesthetics complaint: the start of the battle shows spectators, cheering your guys as they run past fireworks. The characters are the Stars in a “Fort Stars” sporting event. It seems clumsy – I assume it’s to lower the parental guidance rating.
From the word-salad name you know something is seriously wrong with this game. That thing is that the mechanics are an exact copy of Clash of Clans, down to every number, building and troop type. Well, build times are doubled. But the art and design team did such a great job it’s worth mentioning.
It’s got a semi-steampunk theme. The clan hall is a round-topped greenhouse with wrought-iron for all of the delicate windows. Like all clan halls, it starts off to the side, broken. Weeds grow up the sides and half the windows are shattered. Beautiful. I can’t believe I repaired it before getting a picture. The liquid resource is Steam. It’s kept in fabulous iron-bound glass balls, filling with fluffy clouds of the stuff. Even the decorative peasants walking about your base are more and better than average.
Each building is a floating island in the sky, growing together if they’re not too far apart. The whole base is fully 3D and viewable from any angle. Lovely mountains are in the distance. The rubble is much nicer than usual – an old rusty windmill (on its own floating patch of dirt) a vibrant pool with flowers, the shattered rocks of a destroyed island, and more. Tapping a building creates a dangerous looking sand spill from the bottom (which, as you recall, is floating in the sky). But Clash of Clans still has them beat on building tapping sounds.
The wall drawing team clearly didn’t understand the game. The walls extend equally above and below the ground, with ghastly spikes. It’s just terrific. Except when they’re not at the edge of your base all you see is the stubby top part. Not even the spikes. And guess where the best place to put walls is in a clash-like? Not the edges.
All of the troops have a flying aesthetic. By that I mean they can’t fly over walls, but they can somehow fly up here and fly through any sky between buildings. The wall-breakers are cloth-wing gliders that fly in, bomb a wall, then fly away. The archers are lying down in floating bumper-cars with one mounted gun (they don’t look great). Giants are, obviously, floating robots. The regular grunts have barrels strapped to their backs, with huge arms on the sides. They mimic the two small arm-levers in front – seeing them smash is the cutest thing. It’s the most steam-punky thing in the game.
The new-ish feature that surprised me was a big grid, on an entirely different screen, that you explore with a ship (the same as Plunder Pirates). That’s where you fight computer bases and see the plot. You need to sail around and uncover hide-outs of the evil steam-robot king. The art department did so well. The islands you uncover look just great.
There’s one change from Clash-of-Clans, which you can probably guess: you get a hero much faster. It also levels up as you use it. But it’s not that powerful. On defense it crushes troops that ignore it – goblins and giants – but otherwise dies quickly enough. But you can spend a big pile of gems to buy a better one, or two more labelled as premium heroes. I watched one attack me on a replay. Not as bad as I expected, but definitely violates the informal “you can’t spend cash for a blatant advantage” rule.
Caravan Wars is a clash-like with a new way of making your defense. That’s rare. Plenty of games play around with building types, where you can attack from, and so on. But making a completely new type of thing to attack is a tough nut.
In Caravan Wars, as you might guess, you attack other players’ caravans. They slowly, automatically, crawl through a section of windy road as you attempt to slaughter everyone in them. You have an army, plus some towers alongside. You’ll need both since the caravans are massive. There’s no special thing you need to destroy — winning and loot are based on percent destruction, before the caravan escapes.
The roads are 6 spaces wide and each caravan section is 10 spaces long. You can fill yours with 60 small troops, or larger more powerful units. Wagons, if you use them, don’t fight, but can hold a heavy weapon. As you level up, more 6×10 caravan sections unlock, with a small gap between. I currently have 3, for 180 slots total.
2 sections of a caravan make their way past an attacker’s mortar towers
You’d think that the caravan simply turns into a giant melee to the death as soon as it hits your army, making it all pointless. But the defenders tend to want to walk their route. Wagons never even stop — the weapons fires at everything in range, but they never stop. Distracted troops like to run back to their spots when done. Some battles are your army trying to catch up with the undestroyed part of the caravan. Further, caravans, though long and thin, have many more troops than you do. Attacking it head-on can be slow-motion suicide. One of the intro missions encourages you to wait for the first big group to pass, and ambush the second. 50% destruction counts as a win, so that’s a fine plan. Attackers also gain turret points as they go. You’ll be able to toss more towers up ahead and sometimes harass your way to a win.
Placing defensive units in the first caravan section
There also seems to be quite a bit of variety in caravans. Some like a horde of archers surrounded by tougher pikemen. Others put tough paladins only in the front and back. Some enjoy mostly weapon-carrying wagons, with lasers, mortars, or just powerful shingle-shot guns. There are even healers. On the other hand, troops level-up individually. You can simply use all of your best.
In order to have something to attack, other players need to send out caravans. The game does a nice job with that. You naturally get lots of the “cargo” resource. Cargo caravans turn it into gold. You’ve got a menu with multiple options for sending out caravans of varying durations, with quest rewards for sending enough. The reports even look good — they show a progress line with a dot for if-and-when you were attacked.
Now for the not-so-good part. You collect re-usable troop cards from chests. A common system and fun for a while. Later you find Epic and Legendary cards, at random. You can merge them for level 2+ cards. It quickly becomes obvious that gem-spending players have an army of Mega Legendaries, much better than anything low-spenders can grind for. Attack towers upgrade nicely at first, then their mega-upgrades unlock. You get tower tokens by sacrificing massive amounts of extra troop cards (massive as in: you splurged on chests for Legendaries, and these are the surplus commons).
Spells are strictly limited. You can’t brew them. The only way to get spells is buying 4-6 each day from the shop. That’s 2 battles. I’ve got 20 of each spell saved up from early on, but they’re going fast. Brutal as it is, I have to respect the cleverness. You could get more spells by checking the market at all hours, but the $5 hundred-of-each-spell pack is looking pretty good.
The amount they make you wait before attacking again is funny. After an attack you’ll need to wait for dead troops to heal. But winning a battle may activate a 15-minute “troops instantly heal” spell. It affects the troops you just lost, but you can’t count on getting it. So the best plan is fighting weak opponents until the insta-heal turns on. Then you can attack for real. It’s quite strange. You may plan to attack only once, but get the buff and decide not to waste it. Or you may spend 1/2-hour fishing for it.
There’s a steampunk theme, sort of. One wagon is a mini-zeppelin, and the healer is a tech-based artificer. But there’s also a skeletal lich, a rockman, and a charging knight (that stuns). And Griffons and so on. I suppose it’s fine.
Some of the fun in clash-likes is how the rules use the buildings as explanations, which then influence the rules. Army Camps are a particularly neat example. Your army doesn’t need to be displayed on the base at all. It has no role in defense. But it’s so fun. We make little open-air army camps and show the troops wandering around. Freshly made troops walk into the camps. They walk to the new location when a camp moves. Donated troops walk out of the camp and off the map. That all looks just terrific, and then the fun starts.
Most games simply make a chart of what you get at each level. Reach level 8 and your army size is 90, and so on. We can do that with clash-likes, at first. Our one Army Camp uses those numbers as it upgrades. But tradition says players eventually get a second Army Camp. Tradition also says it has to work the same as the first. So if we go by our buildings, the army size has to double when we get that second camp. We don’t want to do that, but we can make it work, since we really like how buildings make the rules, or appear to.
|An army camp, currently holding sorcerers and treants, from Castle Clash
The next is one where the buildings lose out. Suppose we have three 35-space Camps, 105 spaces total, and want dragons costing 25. Each camp can only hold one dragon, so we can have 3. But we can’t do that. Most people probably won’t even see why 4 is wrong. So forgot the buildings. Army size is one flat number. We’ll ignore the way the buildings say it should work
Then we come to the back-up army, where the rules get a big win over the buildings. The problem we want to fix is where you open the App, attack, then have to wait 10 minutes to play again. We like making them wait between attacks when they play for an hour. That sells training time speed-ups. But having that kick-in after the first attack seems brutal. It scares off new players. We want to let them train 1 back-up army, so they start off with 2 attacks in-a-row.
The thing is, we’ve established that troops are trained, walk into the camps, and it all stops when the camps are full. If you could keep training troops after the camps were full, storing them in some pocket dimension, the troop limit wouldn’t mean anything. We’ll have to invent some new type of building, or extension, or something to explain how we can have a back-up army. Sadly, we couldn’t think of anything. We’ll keep our backup army in a pocket dimension. So now our troop limits make no sense, you can’t figure out the rules from looking at the buildings, but the game is better, so who cares?
The GI Joe clash-like (GI Joe: War on Cobra) actually has some nice ideas for base design. Ultimately the game isn’t great because troop upgrades come from random chests. Paying players have obviously better troops. But that’s not the base designers’ fault.
For the basic set-up: bases are attacked from the bottom, with the lighty-armed HQ across the top. A strip of usable ocean runs up the right side. The 2 resources, gems and oil, are at fixed spots on both edges. The base grows in only one direction, down, meaning attacks are up a wide path. Defenders have a few indesctructable, non-interlocking wall sections, but they can be fired over.
The fixed resource locations are nice because you get troop points for destroying buildings (not a new idea, but not common). Those oil rigs along your right shore can be destroyed by a cheap ship, giving a pile of troop points. The gem mines up against the left can be shot by cheap infantry hugging the mountains. You can spread out your defenses to cover them all, partly cover some, or just give the enemy some free points and keep a concentrated defense. For my money, the fixed oil and gem sites help keep it interesting.
Many buildings can be killed with a single area of effect spell. But there are lots of them. An airstrike can easily kill a mortar, or an air defense, or a cluster of resource buildings for the energy, or a soft enemy leader. Two airstikes will kill anything. Boom Beach has this style, and it’s nice — “here’s my defense, you can remove any 2 things from it before attacking”.
You’re allowed only 1 of each troop. I’m not sure if this was a design or practical choice, but it works pretty well. You start with a single ship. If it’s destroyed, you can pay the cost again for a new one, but not until then. An undefended ocean allows that 1 ship to sail up and attack the HQ (just barely, moving up the coast and firing inland), but even the HQ’s weak guns can fight it off. Likewise, you have one air unit. You can spell-blast both air defenses, but you can’t then launch a swarm of air units.
Something new that I’m not so sure about is how weapons need to be within a few spaces of a tough energy generator building. You have plenty of them — enough to have some guns connected to 2 in case the enemy targets your power supply. The main thing the energy requirement accomplishes is making it awkward to set one lonely gun guarding your oil.
Troops can be controlled pretty well. It’s clever, you drag the troop’s icon (which is free because of the “only one” rule) over the new target. You don’t need to use this often since troops are fairly smart, and prefer killing defenses. This makes the game somewhat un-clashy.
Altogether I can almost recommend this. There’s a certain amount of wonkiness and odd tuning (oil goes from hard to get, to being awash in it, meanwhile gems run boom and bust). The early bases are ridiculously easy. You’re punished harshly for losing a battle with massive, crippling repair costs. But once you get to other players, the fights are unique. Just don’t expect to have any fun watching replays. No one who you have a reasonable chance against will attack you. And if you’ve seen GI Joe as a kid, be warned; that characters here vaguely resemble the real ones.
Besides a kick-butt name, “Battle for the Galaxy War Game” has got some great clashy inventions. And it mixes that with the most sneaky, inventive monetization tricks. I don’t mean bringing in old tricks from other games — this is “whoa, I never even thought to charge for that!”. First the good stuff:
This is minor, but a keeper. Troops are divided into People, Light Machines, and Heavy Machines. One building for each (but not all at once). They control unlocking new troop types, and troop upgrades. Other clash-likes have tried variants on this, but BftGWG finally got it right.
Next are the daily and weekly Events. For the daily, you and 9 other people attack 1 base with a pre-made army. You can try every hour, going for the highest percent destruction. You don’t get to keep the gold — just focus on killing. There are prizes for the top 6. Being able to use crazy high-level troops, that you don’t have to pay for, is pretty fun.
The weekend event is even more unique — a “speed-base”. Each weekend you start with nothing, everything runs at 20x speed, with special loot as you progress. For more fun, random Legendary troop equipment gives you different super-troops each time. The ultimate reward is a 1-of-a-kind Artifact (a permenent bonus) for your real base. There’s no possible way to get to the end without spending money, but… you can carry over points. If you play it a dozen weekends in a row, you might save up enough to finish one day. This is so cool — it’s theoretically possible to finish for free. But after 2 months, you’ll just spend $10 to finish.
The afore-mentioned equipment is used for another clashy problem — you get more loot from lots of weak “losing” attacks. To encourage going for a win, BftGWG wins give a random equipment card. Any troop or defense type or hero gets a small bonus. There’s no limit, but it slows down, so it’s a constant incentive to win a few.
Onto the monetization. You start with 4 builders instead of the usual 2. But after a week you’re down to one. It turns out 3 of them were temporary. Yowch! You need to spend gems for more, pronto! Item #2 is the hero hut. You’re allowed to build one right away, but it costs gems. Gems! Who does that? Even better, it’s on sale for the first week — there’s a little slash through it and “50% off” by the new price. After a few levels a second hero hut unlocks — more gems to get it.
The third currency — what would be Dark Elixir in Clash of Clans — is diabolical. You only get it from special events. There’s no way to steal or make it yourself. But right away you can build things with it. Your last cannon, and machinegun, and so on can only be bought with anti-matter. They glow bright pink in your base. But they’re a pathetic level 1. It costs even more anti-matter to upgrade them. You can also use it to buy a unique infantry squad that fights in every attack. You could wait until level a million, when you can afford it, or buy it now with a few bucks.
Now back to that equipment. It turns out you only win Common equipment. The game suggests otherwise, but it’s only Common. A tool-tip says you can create better stuff by merging. You can’t. Legendary equipment is only gotten from buying loot chests. Sigh. Everyone deletes games with loot chests. But if you can sneak them in like this, people might grit their teeth an buy them.
This last one is awesome for creatively and cruelty. Your entire army is managed through one Space Port building. Your army camps are inside of it (spaceships). You can buy more SpacePorts. 5 SpacePort buildings means you can have 5 armies trained up at once. That’s the creative part. The cruel part: since they’re seprate buildings, each spaceport needs to be upgraded individually. Your second SpacePort holds 20 troops when you first buy it. The very cruel part: you start with only one SpacePort, which means no back-up army, and the rest cost gems.
Despite the clever parts, good and bad, gameplay is staid. Defenses get too tough, too fast, the mortar is far too powerful, most units are weak, the giants pretty much disolve, the healers aren’t smart enough to look for wounded units. But the speed-base and 10-person competitions, and troop classes — really good ideas.