Supercell has a whole new mobile game, based on the Clash of Clans free-to-play world, called Game Cheat Android. It’s only just been soft-launched – and on iOS only – live for approximately 36 hours, with Australia one of the few countries to give it a try before it goes global.
Clash Royale is Supercell’s attempt with a Hearthstone-type card game with a few added real-time battle mechanics, and although it’s fun, it’s also got a bit of issues to get ironed out if it’s likely to hook people in.
You have a deck of eight cards for taking into battle, and your wider deck grows as you progress and unearth more cards from chests (more about chests shortly).
Through the eight cards within your battle deck, four are for sale to you during battle at any one time. If you use a card in battle, it’ll be replaced by another, randomly dealt, and you may see what’s next available, just like the next piece in Tetris.
The work is to try using your cards to destroy your enemy’s three towers – two crown towers along with a king. Destroying the key tower equals an automated win, however, your units can’t be controlled once they’re in battle, exactly like Clash of Clans, so battles tend to pay attention to destroying crown towers before attacking the king.
Each crown building destroyed awards a crown. You collect three to win in each game, along with the crowns are important to unlock chests.
Nevertheless the game isn’t just attack – there is the same three buildings to shield, and throughout battle you’ll need to decide if you would like defend your buildings along with your troops, or keep attacking another side via the best-defence-is-offence strategy.
Each card in a battle costs elixir, which generates at about one unit per second initially, although that speed doubles later inside the game. Cards include straight units: your standard archers, goblins, etc. There’s also part of attack (AOE) spells, say for example a fireball, bolt of lightning, or hail of arrows, and buildings which then churn out units periodically, plus more.
There’s a time-limit to each and every battle, which I was getting near to at the begining of games, as well as the player with all the most towers standing wins. There’s overtime if that’s equal, you win because they are the next side to eliminate a tower, or by destroying more after overtime.
On the whole, the gameplay is not difficult enough and fun. Collect cards, level the right troops, stuff your deck with the right mix, and work with the correct combinations to address.
Given Supercell’s experience with clans, that’s included as a part of the overall game. It’s another dimension for competition and collaboration – you are able to chat, donate cards, request cards (once eight hours), and battle within the clan to skill-up, although you don’t earn anything for this.
The clan element is weak at this point though, mainly because it doesn’t open new areas to battle.
Clans continued to evolve in Clash of Clans, growing as a huge part of that game, and I’d expect this area to evolve in Clash Royale at the same time, if the game be popular enough.
Having played it pretty ferociously and being ex-Clash of Clans addicts, we’ve come up with some tips for yourself.
Luck is surely an active element in the game, where if you happen to locate a rare or exotic card at the beginning, your matches will be simpler to win. Finding a Knight (a chap over a horse) makes you a fearsome opponent at the beginning, and also the more rare exotic cards you find, the more effective you’ll do.
The name from the game is always to destroy the enemy’s towers, and it’s wise to simply attack one side from the map. View your placements – as soon as you pop your troops down there is a mind of their, so that you can only control them in the initial placement.
In terms of attacking, more units at one time is actually a safe method – let your elixir build to just about max before dropping anything, then attempt to get three well-balanced troops as a result of attack together.
It’s also useful to wait for a enemy to help make their move, retaliating quickly to eliminate their first attack and wage siege warfare on their own towers. According to the things they drop, you must be able to muster the correct units with a full bar of exilir to nullify them – although when you stumble into air-attack with only ground troops, you may struggle.
With a lot more common cards, good basic strategies look like using Giants in conjunction with Bombers, sending in the tank from the giant to absorb damage.
Your final tip – there’s not really any should upgrade units with the first opportunity. When you don’t plan on using the unit, don’t spend the gold yet.
Although free-to-play/pay-to-win games are generally aggravating, most games are clever enough to never help it become an unfair advantage regarding actual fighting and play.
Sure, you can inject whale money and immediately obtain the best of the best troops and gear, as opposed to waiting days and weeks to do so. But with regards to actually fighting those about the same level, it’s even more of a straight match-up of skills, using a trophy system to make certain higher levels only fight each other.
Now, Supercell are trying to sell gems and gold so that you can pay for card upgrades, in addition to opening chests.
Chests are the reward for winning a battle, plus they will take any where from a quarter-hour to eight hours to look at. Chests are the method that you progress from the game, since they award resources (gold can be used for battles and upgrades, and interestingly, is only able to be earned by opening chests) as well as card upgrades, in order to level up.
In the event you spend a number of gems, it is possible to open chests instantly and skip that waiting time.
It’s the only issue that individuals are experiencing with Clash Royale, and another we’d be blown away if they didn’t change.
The chest technique is so skewed towards paying to play. The rewards from winning battles are chests, though with just four slots readily available for storage, you should constantly manage your chests. You are able to only unlock them one-by-one, can’t remove a chest, along with a standard chest takes three hours to unlock.
Upon having a full pair of chests, and you’re waiting for one to unlock, there’s no incentive to hold playing. Why win a chest you can’t use?
Should you do win battles, your trophy count increases, which implies you’ll face higher-tier opponents – likely with more rare and exotic cards, better troop levels, and more experience. It costs you with a gold coin each time you would like to fight. There’s literally zero incentive to open up the app greater than a few times every day.
In Clash of Clans, your major limitation was on building new buildings. You have a restriction on the number of builders, along with natural resource limits. With five builders helping you, you might simultaneously work with five buildings, regardless of whether they took days and even weeks to upgrade.
But there’s not even the option of opening several chest at the same time, which is odd. It’s either a deliberate insistence on casual play – at most a couple of wins per three rooyale or so – or even a mistake that can be fixed in time.
Some are saying it’s a ploy by Supercell to limit players in the soft-launch world, so it’s more for new players once the global launch comes. Others say Supercell just want this to do something as a method for people to get involved with Clash of Clans.
Clash Royale is a simple and fun game to perform, with only enough elements of quick to learn/tough to master. There is a major issue holding people back presently together with the chest system, but hopefully it will probably be made sane with the update.
One interesting side effect is that it’s encouraged me to have a look at Magic: The Gathering, and Blizzard’s Hearthstone as I’ve been proven the world of smartphone card games could possibly be utterly awesome.