![]() ![]() ![]() But the decreasing downloads will eventually damage the daily revenue and the revenue per download is still low versus its competitors, raising doubts about how profitable the title will be.īusiness Potential: Monetization is weak, because of the low spending depth (small collection and deck size, no gacha) and very limited pressure and ways to spend. A month after, the revenue still holds up strong despite a downward trend in downloads, likely because of excellent retention. Launch: Snap had an aggressive launch, achieving +8.5M downloads and +$8M in revenue in the first month. Additionally, about 46% of the total revenue of CCG-Battle games came from key Asian markets of China, Japan, and South Korea, which tend inaccessible by Western games. In the last 365d, the CCG-Battle sub-genre only made $376M and 59M downloads Worldwise. Genre: CCG-Battle is a niche genre in both downloads and revenue. This is a very interesting innovation that competitors should take note of. Progression: Cosmetics are essential to progression because upgrading Card Cosmetics is the main method to acquire new cards. Snap presents a very accessible CCG with short intense matches of ~4 minutes which involve a high degree of poker-like mind games and deception. Key strength: Its biggest strength is the gameplay perfectly adapted for mobile. The company was originally funded by NetEase, but Snap is published by Nuverse (a subsidiary of ByteDance, of TikTok fame). Luckily, Blizzard just rolled out a fix for Shudderwock, along with a few other bug fixes.What: MARVEL SNAP is a mobile CCG by Second Dinner, a new studio founded by veterans from Hearthstone. And note, once Grumble has returned Shudderwock to your hand, that’s even more Battlecry effects Shudderwock needs to replicate the next time you play him. If played correctly, a Shaman can drag out a game for an extra 15-20 minutes. In combination with Grumble, Shudderwock can even be played multiple times. By the time your opponent has seen all of the effects activate, their turn timer has expired without allowing them to make a move.Įssentially, cards such as Shudderwock are powerful because, under the right circumstances, they take advantage of how the game engine works rather than being powerful in their own right. If you played a card with numerous effects that took a long time to resolve, your turn timer would expire. ![]() Nozdormu shortened the duration of the turn timer. Nozdormu, for example, was often used in this way. This isn’t the first time we’ve seen a “strategy” like this come into play. At critical mass of Battlecries, it’s an abuse of game mechanics, encouraging your opponent to Concede rather than waste their time. Applying all of the accumulated Battlecry effects can take, in an extreme case, a solid ten minutes to play all of the animations. It’s situationally powerful, yes - but more powerful is the lengthy animation time. Shudderwock repeats all Battlecry effects you’ve played that game. While players didn’t expect much from the card prior to launch, Shaman legendary Shudderwock is wreaking havoc on the ladder, but not necessarily due to the card’s own power. The Witchwood expansion hasn’t been live for long, but one card has proven to be a thorn in players’ sides. ![]() Update: This fix is now live in the game! ![]()
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