It only sometimes, but not often, felt like spending money gave a significant advantage. The premium currency was earnable in game at a decent rate, the gear sets buyable could be crafted in game (slow, but doable). This game had managed to avoid feeling incredibly pay to win. But, they have a long history of being in denial of their errors and problems with the game, and then, of course, the caved to the whales and massively upped the pay to win elements. So, in some ways they seem cool, for a while they didn’t practice the predatory monetization that plagues most mobile games. The developers denied anything changed, despite the fact that it was now off sync with their daily reset. People missed the join who purposefully set timers to join at that time. One day, the tournament join time suddenly moved 5 minutes earlier than normal. Necessary spawns that should spawn every few minutes until collected not spawning for days on end, lag problems. It’s safe to say that all games have bugs, but the ones in this game can be crippling occasionally. Getting further back than 3rd is basically worthless, and 1st place gets triple the rewards of second. The Tournament reward scaling is too steep.I guess there are too many moving parts for them to get it right. Additionally, when I asked in email why the match ups were so bad the developers admitted to me that they have no idea how to determine player power. Neither skill nor activity level can counter the bad tourney placement. With this, it’s impossible to place high, particularly not first, unless the game just favors you. However, it’s incredibly common to be match up with people that are already higher stages AND with even more potential power by all of the viewable power metrics. Tournaments are the biggest area for power increases in the game, some currencies are nearly exclusively acquired there and the main bulk of the premium ‘gem’ currency comes from that as well. Given the scope of the game, this is expected, but it still does get old. There are tournaments twice per week that last 24 hours, the highest stage achieved at the end wins. It’s essentially the gearing and power creep of an RPG without any of the story or game play. The skill points and artifacts you keep when you prestige, otherwise, everything else is reset to zero and you continue again – trying to push further and further each time. Prestiging lets you buy and power up artifacts, as well as gaining skill points. From this you get gold, buy upgrades, hire followers, gain power, and eventually prestige. You go through titans, each “stage” having a boss. The main game play loop is the prestige system, which isn’t really unique to this game. There are certain builds that emphasize either the idling or tapping strategy, with the more active builds being generally better. It’s considered both an idle and a clicker because you can summon heroes or use certain abilities that will attack for you, you can also tap the screen to do more damage. As the legendary hero, you sit in the middle of the screen and swing your sword, while waves of titans come and die. The premise of the game is very simple: You’re the Sword Master, the hero of legend (and TT1, I think) destined to kill hordes of titans. For this post, we’ll be breaking down Tap Titans 2, an free to play idle clicker game, with it’s game play, it’s ups, it’s downs, and it’s monetization. However, like many of you, I’m also fairly attached to my little screen and usually have a game or 4 than I’m idling, tapping, matching or otherwise. You do have phones, right? I wouldn’t expect a huge swath of mobile content, though, as mobile games (at least in my limited experience) tend to be much simpler endeavors and maybe don’t have as much to cover. First – yes, we also cover mobile games here.
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