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    Friday, June 4, 2021

    Android Gaming Weekly 'What have you been playing?' thread - 06/04

    Android Gaming Weekly 'What have you been playing?' thread - 06/04


    Weekly 'What have you been playing?' thread - 06/04

    Posted: 04 Jun 2021 06:00 AM PDT

    This weekly thread is for discussing the games we are playing this week! List any games you are playing and include any extra information like what the game is about and why you are enjoying playing it.

    Make sure you provide a link to the Google Play Store page when suggesting games. Play Store Links Bot can be used to make this easier. To use the Play Store Links Bot simply put the following in your comment:

    linkme: nameOfGame, nameOfSecondGame, nameOfThirdGame.

    Click here to see the previous weekly threads.

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    I interview the Former International President of Activision as to why he switched to mobile games? Android

    Posted: 04 Jun 2021 01:36 PM PDT

    Tl;dr 1 - Rod Cousens ran the biggest video game company in the world, was the International President of Activision, CEO of RuneScape, CEO of Codemaster and labeled as one of the founding fathers of the video game industry. This interview starts with his fascinating stories of gaming back in the day and ends with a ton of my questions as to why he is switching over to mobile gaming.

    Tl;dr 2 - I spent over 40 hours making this into a video will tons of pictures and footage to make every moment interesting here https://youtu.be/QqRfeVDWpzw

    But for those of you who rather read, here is the Video Script:

    Fuerza: [00:00:42] Ok, so Rod, several websites have articles on you, and one of my favorites was from Sponged.com, in which it says that you are one of the founding fathers of today's video game industry. And I thought that was such an epic compliment. You have been around in video games longer than most people,

    Rod: [00:01:02] Right, since since 1981. And back then, when I first started, people dismissed video games. Today, it's cool and it's interesting and it provides a career for someone, etc. whereas back then people wouldn't speak to me. It was considered to be a fad. When I did a distribution through record labels, they didn't believe in it. And today record labels are trying to get into video games and breaking artists and putting artists into video games. If you look at Fortnite Roblox, you look Travis Scott and things like that. So it's got and of course now video games is bigger than the music and TV combined.

    Fuerza: [00:01:44] So you can literally play video games longer than I've been alive. That is wonderful. Tell me a little bit about your career. You started with Quicksilver, and that was in 1981. When did you move over to acclaim or that was your second thing?

    Rod: [00:02:01] None of what happened after we sold Quicksilver in 1984. Quicksilver was distributed around the world by CBS Records, which is now Sony Music.

    Fuerza: [00:02:14] And what did Quicksilver do again?

    Rod: [00:02:16] It was a game called Ant Attack, which is a big seller at another game called the Software Studio, which was music who interface software to allow up and coming. Musicians have something that was basically as simple as possible to create their own music.

    Fuerza: [00:02:32] So I saw ants attack the cover and it looked like the most retro game I could have ever imagined. And so games were obviously a lot different back then. I mean, ant attack, can you can you describe a little bit of the gameplay of ant attack?

    Rod: [00:02:49] Yeah, well, I think there were a couple of things back then that were important. I mean, we were going from black and white, um, computers into color, which had all the forty eight K of memory. So, yeah, if you think about that, you had color issues and you had memory constraints when you designed the game and the idea came up with the there's this amazing artist called Extra ECAC who did these three dimensional, almost black and white images, etc. And so we use that as a base and we thought it would be great to have these marauding massive size and stacking and so forth. So that's what we did within the constraints of what we can do. But, you know, in those days, sounds were a little more the beep, beep, beep. And as I say, the the color palette you could use was limited. So we created this environment to try and give it as much atmosphere as we could within the 3D environment, which was essentially a walled city as you came under attack and hence an attack.

    Fuerza: [00:03:56] Yeah, we had we've come such a long way.

    Rod: [00:03:59] So, yeah, that was what did. And that got me going, I guess. And we did it was pretty. You know, when people talk about disruption today, let me tell you, that was the first series that because we were truly disruptive back in the day, because it was a world that it didn't exist. So but yes, you

    Fuerza: [00:04:17] Were you were starting gaming. So Antitobacco was one of the you know, the breaking technologies that was like no video games should be a thing. And like you said earlier, no one even believed you, that it should even be a thing. It was a you know, you were probably viewed as being quirky or having something that would never catch on. Yeah.

    Rod: [00:04:36] You know, the a couple of other interesting things which can bring it back to today is I was I used to if you go back and find any early interview for me, I used to talk about the enemy, so to speak, with Colleano. And of course, Coyner was by definition of the name designed to drop, calling for you to spend as much money as possible. And so I would argue that we were selling games for ten bucks, which would give you 12 hours of enjoyment to come to that if you come on to free to play today. But it is in real terms, is a modern day model of control, because that's what we're doing in, you know, in real terms. Yeah. I mean, and also, if you go back to Asia now, I mean, free to play micro transactions, all of the stuff that I talked about back in the day, which was dismissed in the States and said it was an Asian thing, that would never happen in that, of course, is the dominant monetization model today. So you have to be careful what you say. It comes out like that.

    Fuerza: [00:05:35] Ok, so then you moved into becoming the international president of Activision. Blizzard?

    Rod: [00:05:42] Well, blizzard wasn't on board, and it was that division and division to head up the international division of a claim

    Fuerza: [00:05:49] Against your part of Activision before it was Activision Blizzard. Yeah, OK. And then it was you were the president of the international. That's such an epic title.

    Rod: [00:06:02] Well, international in those days was a lot smaller than it is today. I mean, the market was divided up between the states, which was the biggest market in Europe and Japan. Japan had about 30 percent of the market share in those days. And today, of course, it's a lot smaller. And that was really the extent of what would be termed Asia, whereas today, China, Korea, Taiwan, Japan, everything out there is the biggest part of the world market today.

    Fuerza: [00:06:31] Ok, well, we don't have to tell people smiling that people just hear international president. They think, wow, this is the end. They think Activision Blizzard, which is the number three company in the world, but

    Rod: [00:06:43] They're pretty big and pretty exciting. It took me all over the world and I learned every market and every market was different. And if you ask me what I am, I'm just a student of the world market who's never grown up.

    Fuerza: [00:06:56] Wow. That's a that's a beautiful line right there. So then probably your biggest moment was in Jagex. Is that true?

    Rod: [00:07:03] Probably the biggest moment was in decline when it was the biggest company in the world and it had Mortal Kombat. And, wow, that was pretty big. And it was also at a time when the market was evolving to contemplate things like censorship and violence and age, great teams in games, none of which existed up until.

    Fuerza: [00:07:24] Oh, my goodness. Even just trying to think of the idea of that being a new issue of how to censor violence and mortal combat was probably pretty edgy in that regard.

    Rod: [00:07:36] Very. I mean, you know, we were hooked up before the Senate. We had to explain it and so forth. And the difference was part of the explanation was teaching people about video games because you were talking to people who had no comprehension about it. Right. And so forth versus today, you know, it's grown up through generations and everyone's got the knowledge and you can do a lot more with it. And it's the biggest form of entertainment. But back then, it was never the case. It was Soula. There was no global connectivity. So very different.

    Fuerza: [00:08:12] So let me get this straight. There's this time where you're sitting in front of the U.S. Senate and you're trying to explain mortal combat, which they never even they had no concept of. And you're trying to justify why it's OK for two people to be punching each other and hitting each other. And these people have no concept of video games. Is that

    Rod: [00:08:30] You're trying to explain the final statement in mortal combat, which is finished

    Fuerza: [00:08:38] And

    Rod: [00:08:38] How it's the game where kids can understand fantasy versus reality and politicians couldn't

    Fuerza: [00:08:46] Be such a mind boggling. I don't know if you have any pictures of that moment. I'm just picturing you're trying to explain to a bunch of US senators back in, what is this, 1990?

    Rod: [00:08:59] Yeah, early 90s. It wasn't just in the US. It was it was the same over here and throughout Europe. I mean, we had to do things like in Germany because of the throwback to the history, etc. It's very, you know, guns and blood and not allowed even to this day. So we have to put in, you know, instead of having red blood, we have to have a green liquid and things like that. We have to explain all of this to get round. We have to explain the fact that it was just a game, you know, and kids always, you know, they picked up twigs in woods and play cops and robbers and cowboys and Indians and but it took a lot of explaining.

    Fuerza: [00:09:44] Wow, that is such a mind boggling experience. OK, and then you went into Jagex and you were talking about moonscapes.

    Rod: [00:09:52] Yeah, well, one of the things that's been in the US broaden my horizons in lots of areas, obviously about the different things to different markets, but also working with because it was public with investment banking community, getting home, raising money. And they put me into Jagex and Jagex, which is a company it was originally a hobbyist company, started in Cambridge, England, like two students, where the game, if you want to talk about multiplayer, was on the line in a university dorm that just grew out of control. Right. And how to build the server networks and things like that. It was no master plan in place. It was something that evolved and the company was always playing catch up. That was started by a guy called. Andrew Gowa, who had the vision to do all of that, I came in later when they detracted investment from a US book called Insight and the Brain and Spectrum. And what I looked at by that time was a community of 200 million players that played Rimsky. And the company was a very obvious company and it stayed like that. So how did you take something like Rusedski, which was to say it was Eurocentric? It was really UK centric and certainly English speaking centric. And about four million words at the time in the game, which made translation localization challenging, although we got around that. So the idea was to take that community and which were hard core room scape and give them alternatives. It was a game that was built in Java, so we were limited as a consequence of that.

    Rod: [00:11:36] But it was a game that clearly you couldn't stop. As the Americans say, you have to change the tire on the car while it's running. So build a new engine in parallel to it to migrate across. Why then gave us more platform capability so we could go beyond PC if we wanted, we could go on to consoles, we could go on to mobile devices and the language and the capability of the engine facilitated that. And so what I did was I brought in some interns who were data scientists to interrogate the community and particularly looking at lapsed gamers. And, you know, they've grown up on it. They've got jobs. They'd been distracted away from it. But how could I get them to go back into it? Well, we gave them a mobile version, right. And we connected to the PC version and it it re-engage them. We had a great community and exchange going on. And then in turn, they brought their kids into it. And from that we also created user generated content. So we had the capability in the company of being able to produce that every two weeks. So we kept the community constantly engaged and interested and a lot of it was of their own content. So it was proven now and then. You know, we also expanded it globally. So it was transformational for the company, for the engagement in the game, the levels of interest in the game and the monetization platforms in the game.

    Fuerza: [00:13:14] Well, that was a perfect transition into my second question. And my second question for you is, you know, with you joining the Bowen project, it seems like you're switching over to mobile gaming. And that is something that I've been kind of mentioning a lot on my channel, is that it just feels like a lot of people, a lot of classic hardcore gamers, a lot of people. There's a negative connotation of mobile gaming. But the truth is, I think of when you are even trying to make gaming happen in the first place, people had a negative connotation of it. But in reality, there was this growing momentum for gaming that could not be suppressed. And it feels like the same thing is happening for mobile. The people in power in the gaming industry are like no, mobile is the worst and they're trying to suppress it. But in reality, it just keeps growing and it keeps getting bigger.

    Rod: [00:14:01] Yeah, well, mobile today is the biggest platform in the world. If you're measuring it on the world stage, it's the biggest platform. Right. And the second thing is what's happening in technology, which never stands still where 5G. You are now starting to be able to accommodate more intense, immersive and almost infinite gaming experiences that can go wherever. And if you're smart enough to tie this to a community which has multi-platform capability in their own home, but not necessarily themselves static in their own home, then the mobile device enables that. So you have access to gaming 24/7 if you really were on the move and that's what it gives you, that you've got the capability in the in the device and you've got total mobility. And the real issue is making it compelling for your audience. And that's what it gives you an extension of something that's on the desktop somewhere else, something that sat on the console somewhere. And the other thing is not easy. A stadium is proved to string games around the world simultaneously. And so you can do a lot with a mobile device to make it compelling. So actually, people shouldn't fear it. They shouldn't they should embrace it and see what it offers and see where they can take it and engage their own minds to explore it.

    Marc O.: [00:15:28] It can. Can I add something there now? Because I believe that first is natural, that that happens. I mean, my father's belief, his music is the best. I believe my music is at best. A 15 year old believes that. His music is a generational thing, but what we have seen with mobile gaming is that they are trying only to adapt what we already know to mobile and that this is when it breaks because the game is made of mechanics, story art and technology with a mobile phone. We need to explore new mechanics, yet not the idea of having oh, let's put a keyboard, a digital keyboard on the phone so you have the same keyboard and a PC. When you do that, naturally it's better to play in a PC. But a mobile phone has integrated technology that if the PC doesn't have and will never have stopped, for example, three built-In cameras with step with 5G that you can actually look at the place and do a lot of stuff. So I believe that as developers, but we need to make explore new mechanics. And therefore, with this new technology, we can tell new stories. We can do a lot of new things with that.

    Rod: [00:16:42] Yeah, you're right. But it also gives you is a total creative landscape which you should not harness. Right. Otherwise, games become formulaic and predictable, which is exactly what game it was never, ever set up to be. Right. And so you've got this landscape, which a mobile device where you attract creativity, who can easily access it and add value to the content to do exactly what Mark says. And actually it enables you to do is to cross generations. So you've got a community which may be a legacy community. You're attracting the up and coming community. What they want to. When I first came into games I describe gaming at the day is the equivalent of the silent movie stage of movies like Charlie Chaplin and things like that. Right. And we moved on from there. Right. And today you create these cinematic experiences with all sorts of twists on it. You know, when it always happens. If you look at what's happening in movies, traditional publishers, Fox, Warners, et cetera, having their lunch eaten by people like Netflix and Amazon these days, etc., and that's that's what Mobile does. That's what he

    Fuerza: [00:17:51] Said. I agree with you guys. And actually, one of my favorite videos on this channel is a video that I it's called Thousands of PC gamers are switching over to Mobile, which is kind of an edgy title because the gamers are really upset about that. But it is true, and I show in ten minutes this very clear, like migration of serious gamers switching over to mobile. That leads me over to the third question really nicely. And that is, what are is your excitement specifically about the bone? You know, this project really got me excited. I've been pushing it. I've been saying, hey, this this is hope for a mobile gaming. This is a really promising idea. These guys are trying to innovate and try to create it free to play. I mean, it's all the things that we want to help the mobile gaming world. What is your excitement about the game?

    Rod: [00:18:39] I mean, you've touched on it. I mean, for me, as I say, I give you a background of where most of the games I see you've seen before, it's not challenging. It doesn't take you into new areas. It doesn't do anything with what marks develop. It's a massive landscape that he's composing. Right. Totally random embrace is user generated content that can hold no bounds in fights it encourages, etc., as you say, free to play. So it allows for all of that. And it take an old concept of super powers into something that is that starts to become believable in super powers. So you go into this immersive world, massively multiplayer online world that allows you to develop, create and find, discover your own superpowers. And you know that tailors to everyone's image. So it's one of the most creative well thought through ideas that was refreshing and new that I felt would appeal to a brand new audience. And and that I mean, that was the biggest single thing about it, really, that it was it was new. It was different. And it was an example of what next week where you can continue to take gaming to. And then we got connected and it became even more interesting

    Fuerza: [00:19:56] When the game comes out. I've already set up to get at least six of these sets and my friends are really excited about it. IRL friends, you know, they're they're excited about basically doing tournaments and playing and integrating this into our life. We're pretty excited about making that happen.

    Rod: [00:20:14] So that was me and that's what it does. And I mean, just think about where you can take that to. And it's a new horizon. That's what is developing here. And it's going to take it all over the world.

    Fuerza: [00:20:24] Now, this is a good lead up to the fourth question, and that is, you know, with your vast amount of experience. So you've seen this happen over and over again. You've seen games introduced into the world and people push it down. You've seen people introduce the the Internet, the massive multiplayer. You've seen almost all the. Different stages of gaming, and you've been part of that when you see this new thing that Mark's going to be introducing into the world. Are you saying, hey, Mark, we need to add this or we need to tweak this or we need to do this? What are the some of the things that you foresee as being problems or what are the things that you're like, oh, we need to add blank so that this has its best chance for success?

    Rod: [00:21:01] Well, I think, you know, my view on that is games evolve, right? And, you know, they're living games. And so as long as Mark wants me to and feels that I've got a contribution to make as it goes through the development process and I'm happy to add all of that now, there will be things to your point that you will adapt for local markets, because the type of things that people in local markets, the very few games have global appeal. So you can it that might just be a specific adventure you tailor make to a territory to appeal. It may be with a character. Really, if you want to open up markets, you have to do things like that. But I would be initially supported. The team have enough work to be getting on with what they can. Plus, they're going to have scope from the community they start to develop who will not be slow in putting forward ideas. And he's going to be encouraging them and his team are going to be encouraging that. And as he scales up his development capability to absorb more and more of that, hopefully have a role to play in helping to steer. But it will be mainly making sure this goes as broad as is possible and attracts as big an audience as is possible and appeals by having local content and particular packets of content that make the game really addictive.

    Fuerza: [00:22:24] Yeah, that's great. I just had a thought that I wanted to throw out to both of you guys and hear your opinion. You know, I'm personally really excited about the super powers. You know, I've always loved the idea of magic. The imaginative aspects of magic is just it makes you feel so powerful to wield the imagination are so great. But one thing that I have thought about as I've been working with Mark and, you know, picturing this game come into existence is I think one of the things that will be very attractive about what Mark is setting up is the idea of the mini games in our cultural moment. Battle Royale is is getting still. It's like people keep thinking it's going to go down, but it just keeps going up. It just keeps on being such a big deal. And so, Mark and I've already been talking about how using his technology, adding the GPS aspects, I was even thinking the idea of, you know, you got the visor on. And then I was telling Mark if you could have it to where you look back and you see the radiation zone closing in and it might be hard to integrate that well with real life.

    Fuerza: [00:23:24] But to see that radiation zone coming in, like, oh, no, if I don't keep moving, I'm going to start taking damage. I think that's going to create some crazy publicity. And you can still do it with superpowers. I think some people are going to want guns, but you can add that later. The bigger issue is just the fact that if you can create, people will start being like, oh, have you heard about Battle Royale in real life? Oh, yeah, it's the game called, you know, the Bone or whatever you want to call it. And that's what's going to kind of drive that, because the idea of being able to have I think Mark said you can have about 20 players having 20 people in real life get together and say, you know, you map out on Google Maps and you say this is the the island, this is the area, and it creates that radiation zone. I think that's just going to skyrocket.

    Rod: [00:24:14] You're now living proof of what I was talking about, about user generated content being incorporated in the game. And that's exactly what is exciting. And I mean, I just sat there listening to and thinking that is a really cool idea about that radiation concept and escaping it and doing everything like that. You know, you're right, there's time limits on it. There's all sorts of things. And think of that on a global scale, I think that connected up around the world, etc., where you can take that, you know, that is that's a good idea. And that's what this game is designed to do. And that's what will be the experience. So there's not much else like it.

    Marc O.: [00:24:55] So the technology we develop is kind of a toy, not a game. So imagine that we invented the ball. You can we can decide as a group to kick the ball or to throw the ball or to hit it with something in your made up word of something of metal and drop it into a little hole. So our job is to create the tools for anyone to set up the rules they want. Yeah. So we're creating this. And the idea of having Mark that you as a user can only set some rules and say so this is so unique that the idea is one, touch this point in Egypt and then run here. And if in the middle you get hit, get it? Well, then you will lose. I have no idea what is going to happen, but but, yeah, this is the main combat mechanics are about superpowers. The toys are used to shoot. We don't know which gambo. This is the best one. And we don't want to actually, like, impose it. That's in one part. But we also have the mobile experience only without the headset. And let me dive deep into that because it's exciting. So you live in San Antonio? It's in the UK right now. I'm in Mexico City. How can we create real mobile, unique experiences about this? So think about it that I have the tools to create a quest in Mexico City. And you can also create Jurong in San Antonio. So the game will work, but the experience will be completely different because the world is your stage and the idea of understanding that the world should be mobile and you can get outside and lead different experience generated by users. It's going to what? It's going to make a change, because if I go in a location to San Antonio, probably I will find something that there's no way I can find here as a quest that you first to built as a user. Yeah, yeah, yeah.

    Fuerza: [00:26:55] Ok, well, so my last question and we've kind of already touched on this a lot is just where do you see the gaming industry going? You've been there since the beginning. You're seeing this trajectory. Where where do you see it going?

    Rod: [00:27:08] I still think it's got a long way to go. And so I think episodic content in games as we know it today and the ability to stream around the world is tantamount to television and creating a series of television and I think games and up at some point time in their own TV shows. And that becomes the medium which then interacts with whatever the device is. And so, I mean, you do get the true definition of interactivity that you can influence and it would make what broadcast on the screen anywhere far more interesting. So I think it just gets bigger. I think more people pay attention to it. I think they do become platforms like a game can become a platform in its own right now, whether that's to promote other things, whether it's to communicate, whether it's to just give them time to entertain yourself, etc.. So for me, it's the biggest form of entertainment is only going to continue to grow. And it's a truly global phenomena that people are going to have to embrace.

    Fuerza: [00:28:10] I can't think of a better way to in this video is great. I don't have as much experience, but I couldn't agree more.

    Rod: [00:28:16] That's where we're going. I'm telling you, jump on for the ride.

    Fuerza: [00:28:19] I'm in.

    Tl;dr 1 - Rod Cousens ran the biggest video game company in the world, was the International President of Activision, CEO of RuneScape, CEO of Codemaster and labeled as one of the founding fathers of the video game industry. This interview starts with his fascinating stories of gaming back in the day and ends with a ton of my questions as to why he is switching over to mobile gaming.

    Tl;dr 2 - I spent over 40 hours making this into a video will tons of pictures and footage to make every moment interesting here https://youtu.be/QqRfeVDWpzw

    submitted by /u/JcFuerza
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    4 Quick Tl;Dr Android Game Reviews / Recommendations (Episode 176)

    Posted: 04 Jun 2021 05:46 AM PDT

    Surprise! I pushed my mobile gaming fingers to the limit and included 4 games this week again :) Hope you'll enjoy this latest episode of my weekly mobile gaming recommendations based on the most interesting mobile games I played last week.

    This week's episode includes a fun simulation strategy game about expanding our very own religion, a pac-man inspired arcade game, a large open-world RPG dungeon crawler, and a WW2 combat flight simulator.

    Disagree with my opinion? Let's have a friendly discussion below.

    New to these posts? Check out the first one from 176 weeks ago here.

    The games are "ranked" somewhat subjectively from best to worst, so take the ranking for what it is.

    Let's get to the games:

    God Simulator. Religion Inc. [Game Size: 217 MB] (free)

    Genre: Simulation / Strategy - Offline Playable

    Orientation: Landscape

    Required Attention: Some

    tl;dr review:

    God Simulator Religion Inc. is a strategy simulation game about building and expanding a religion that can take over the world before atheism does.

    The gameplay is slightly reminiscent of Plague Inc., in that we pick which upgrades to buy to strengthen our religion in various ways. Each country has two characteristics that define how well its citizens respond to different types of religions. This means that when prioritizing which upgrades to buy, it's important to ensure a good mix of traits so our religion satisfies poor and rich, peaceful and militant countries alike.

    Starting at year zero, time moves at around two in-game years per real-life second, which puts pressure on expanding as fast as possible. Buying upgrades cost prayer bubbles, which we receive a steady flow of from converted countries. To make things more interesting, unique random events that may positively or negatively impact our religion and the world also occur from time to time.

    There are lots of potential upgrades to buy, but the game's main downside is that some of them seem unbalanced and useless, while others are almost mandatory to be able to win. The low-poly art-style and UI work well for this type of game, and the controls are super simple.

    God Simulator Religion Inc. monetizes through frequent forced ads and incentivized ads to enable auto-collecting prayer bubbles or to receive a free upgrade. These ads can all be removed through a $2.99 iAP that also lets us fast-forward time. An additional $1.99 iAP unlocks all religion archetypes, which adds more traits to upgrade during gameplay. These can also be unlocked for free through gameplay, however.

    If you're willing to pay to remove the ads, Religion Inc. provides a fun experience that seems to get better with every balance update.

    Google Play: Here

    MiniReview link: Here


    Dungeon of Weirdos [Total Game Size: 192 MB] (free)

    Genre: Arcade / Roguelike / Pac-Man-inspired - Offline Playable

    Orientation: Portrait

    Required Attention: Full

    tl;dr review:

    Dungeon of Weirdos is a Pac-Man-inspired roguelike arcade game by Soul Knight-developer ChillyRoom.

    The goal is to survive 18 randomly generated one-screen mazes full of monsters, blue orbs, items, and diamonds in one play-session. To finish a level, we first have to collect all blue orbs while killing enemies by placing bombs and collecting diamonds to use our character's special attack. To help us deal with the increasingly stronger monsters and bosses, we also get to pick one of three power-ups that last until we die every time we've acquired 100 orbs.

    Orbs can be used between deaths to unlock new characters with different stats and abilities. These unique characters help add a breath of fresh air to the otherwise slightly repetitive gameplay.

    The gray-scale pixel art-style isn't super impressive, and the gameplay, although simple, is slightly confusing. Like in Pac-Man, once we start moving our character in one direction, it'll continue moving until it either hits a wall or we move in another direction. This control scheme works alright, but it's tricky to activate bombs and abilities at the same time.

    Dungeon of Weirdos monetizes through incentivized revive-ads, and iAPs up to $4.99 to unlock some of the characters and acquire more orbs instantly. Although challenging, the game is relatively quickly completed, so it's worth checking out for any arcade roguelike fan.

    Google Play: Here

    MiniReview link: Here


    Elona Mobile [Game Size: 518 MB] (free)

    Genre: RPG / Dungeon Crawler / Adventure - Requires Online Access

    Orientation: Landscape

    Required Attention: Full

    tl;dr review:

    Elona Mobile is a unique open-world adventure RPG with dungeon-crawling gameplay elements. It's a modern recreation of a 2007 Japanese RPG for PC and one of the most content-rich games I've played recently.

    The game features an almost sandbox-like open world full of dungeons to fight our way through for loot and resources, and cities we can visit to complete lots of main and side-quests, interact with NPCs, and gradually grow stronger. Due to the short tutorial, the game feels like a true adventure where almost everything must be manually explored.

    The world is incredibly large, and there are so many game systems and so much content that Elona might feel overwhelming at first. For example, right from the beginning, we are asked to pick between 11 races and 10 character classes, not to mention the insane number of stats, attributes, and skills like fishing, mining, and alchemy, that can either be leveled up or influenced by the gear we equip. On the bright side, this adds an almost endless amount of replayability.

    The turn-based combat system lets us fight directly in the open world with the help of our pets and companions, of which we can have multiple equipped. I really enjoyed how fast-paced the combat felt – especially once I had 3+ pets equipped that all helped attack.

    The adorable 2D graphics are decent, and the controls work alright, with both D-pad and tap-to-move options.

    Elona Mobile monetizes by selling a premium currency that can be spent on buying new cosmetics, pets, and allow us to progress faster. These iAPs aren't strictly necessary to enjoy the game, however.

    For some, the game might be too complex, but if you've been looking for a fun adventure RPG to dive hundreds of hours into, Elona Mobile is perfect since there's no energy system or the like limiting how long you can play the game.

    Google Play: Here

    MiniReview link: Here


    Gunship Sequel: WW2 [Game Size: 1.3 GB] (free)

    Genre: Flying / Simulation - Online + Offline

    Orientation: Landscape

    Required Attention: Full

    tl;dr review:

    Gunship Sequel: WW2 is a realistic combat flight simulator with both singleplayer dogfights and real-time multiplayer missions.

    The core gameplay loop has us play missions to earn XP used to buy upgrades for our existing planes and unlock new ones. Since there are only training and instant dogfight singleplayer matches, the game is primarily PvP-oriented, where there are arcade, historic, and realistic multiplayer modes. Unfortunately, PvP is very difficult to get into due to seasoned players obliterating new players.

    Gunship Sequel: WW2 is a difficult game to master – and especially since there is no tracer ammunition or target lock feature, which means everything has to be controlled manually. This makes it tricky to shoot down opponents. Additionally, since the maps are incredibly large, we can fly for long periods of time without seeing any enemies, which makes the game feel very slow-paced.

    The gyroscope controls work alright for controlling our plane, but also make it tricky to maneuver and shoot as a new player. The game's biggest downsides, however, are the tiny tutorial texts that can easily be overlooked, the lack of players in multiplayer, and the fact that some game modes don't show any options to respawn or quit the game when our plane has crashed.

    Gunship Sequel: WW2 monetizes through iAPs for gold used to unlock premium planes, and a supporter subscription that provides 25% extra XP, access to instant dogfight singleplayer, and the ability to create new rooms in multiplayer. This subscription is almost required to fully enjoy the game and costs $1.99 per month or $15.99 for an entire year.

    If you're willing to spend money on the subscription, the game can provide one of the better realistic singleplayer combat flight simulator experiences on mobile.

    Google Play: Here

    MiniReview link: Here


    NEW REVIEW APP: You can search and filter reviews and games I've played (and more) in my app MiniReview: https://play.google.com/store/apps/details?id=minireview.best.android.games.reviews

    Outdated (replaced by MiniReview): Sheet of all games I've played so far: https://docs.google.com/spreadsheets/d/1bf0OxtVxrboZqyEh01AxJYUUqHm8tEfh-Lx-SugcrzY/edit?usp=sharing

    TL;DR Video Summary (with gameplay) of last week's 3 games: https://youtu.be/UY9IdWAs9zA

    submitted by /u/NimbleThor
    [link] [comments]

    [DEV] I launched a public beta to my AR puzzle game that I've been developing as a hobby.

    Posted: 04 Jun 2021 06:58 AM PDT

    [REQUEST] Story Driven F2P RPG

    Posted: 04 Jun 2021 05:18 PM PDT

    Hey everyone, recently got super into Eternium and was having a blast with it, until I learned that story mode is an appetizer and the real game is a math competition. I'm not interested in that as much as I am the story mode of the game, which is nearly flawless imo.

    So here's what I'm looking for: 1) similar gameplay to Eternium but doesn't need to be super strictly similar. Straightforward progression, crafting and character customization systems, just standard RPG elements like that are what I'm looking for. 2) no min/max metagame type stuff. Not looking for an intense competition, just a relaxing casual fantasy RPG. 3) Free to play. I don't mind P2W elements as long as it can still be enjoyed without spending money. Ads are fine.

    Is there anything out there that fills this niche?

    submitted by /u/BotherLoud
    [link] [comments]

    Need help finding a game of this kind

    Posted: 04 Jun 2021 01:04 PM PDT

    Hello.

    https://play.google.com/store/apps/details?id=com.playgendary.tanks&hl=no&gl=US

    My 7 year old son loved this game. But after playing it for a day I found that the ads was just violent and way to frequent so I deleted it.

    When I was a kid (early 90s) my first computer game that I played with my little brother was about 2 gorillas that threw bombs at eachother and we had to type in length and strength to shoot. So I can understand that this type of game is really fun.

    So I need help now to find a suitable game for a kid without too much realism (weapons and gore) or too heavy on the ads. Any Ideas? :)

    submitted by /u/shamlee
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    Huntdown: A Premium Mobile Game Worth a Look

    Posted: 04 Jun 2021 11:28 AM PDT

    Looking for android game similar to Rage of Bahamut

    Posted: 04 Jun 2021 06:30 PM PDT

    [REQUEST] Looking for a card game simmilar to Yu-Gi-Oh Duel Links

    Posted: 04 Jun 2021 09:04 PM PDT

    [REQUEST] I'm looking for a game simmilar to duel links in these aspects 1: Competitive PvP 2: Single Player mode 3: No energy system I would also like for it to have a fairly active community duel links has a great and very active community but I just want something different to play when I'm bored of duel links, any recommendations would be appreciated thanks!

    submitted by /u/i_j_u_m_p_
    [link] [comments]

    (request) games like the moshi monsters ice cream game?

    Posted: 04 Jun 2021 08:38 PM PDT

    Hey! Just as the title asks, looking for a game like the moshi monsters ice cream game. Preferably with some sort of save for level progression, but otherwise I can't think of any other changes. I've got that potions game which is kind of the same.

    Thanks!

    submitted by /u/wowowob
    [link] [comments]

    Gaming on a Lenovo M10 (pubg & emulation) [gaming clips from my longer video]

    Posted: 04 Jun 2021 01:21 PM PDT

    Pirate games that involve building bases and pvp?

    Posted: 04 Jun 2021 06:50 PM PDT

    Is there any pirate games that involve building a base/ship and also pvp and maybe exploring the "seas" ?

    submitted by /u/Deftonemushroom
    [link] [comments]

    Screen recording recommendations?

    Posted: 04 Jun 2021 12:19 PM PDT

    So I got a Samsung a02s to replace my old phone and something I noticed is that the Game Launcher/Tools app was missing. I've tried to see if i could activate it but nothing. I mainly used it for recording so I just want to know if there are any good alternatives. Thanks for the help.

    submitted by /u/rockmanexe123
    [link] [comments]

    Is there a "track Mania" type game for android?

    Posted: 04 Jun 2021 10:13 AM PDT

    Looking for recommendations for Drop7 substitute. It is no longer being updated and becomes worse after every Android version

    Posted: 04 Jun 2021 09:13 AM PDT

    I have been playing it for the past six years and I always redownload it every time I change phones. Recently it has become buggy and is getting worse on newer android versions. On android 10 it freezes and closes but somewhat bearable as it saves ongoing progress and reloads when reopened. No doubt it will become unplayable eventually and its a damn shame its my favorite puzzle game and the only mobile game I consistently played for more than 2 years. I hope to find a replacement not exactly the same, though that would be amazing, but with a similar mechanic. Anyone who hasn't tried it its basically tetris but with numbers, not a 2048 clone.

    submitted by /u/ManEatingCarabao
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    [DEV] I made this escape room game some months ago. It was my first 3d game and I am very proud of it! It's called Into The Darkness and you can check it out on Play Store!

    Posted: 04 Jun 2021 04:32 PM PDT

    Games with MMO style Player Housing

    Posted: 04 Jun 2021 04:30 PM PDT

    Looking for recommendations for Android games where customizable player housing is a MAJOR part of the game.

    It doesn't have to me an MMO, but that style is nice.

    If anyone has played the Elder Scrolls games, or any major MMO, that's kinda what I'm thinking.

    submitted by /u/Grismund
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    There are Two Mobile games that have great YouTube channels that you should follow. I really like Nimble Thor, who most of you know here because he's amazing, and Tiny Little Games. Check out Tiny of you haven't.

    Posted: 04 Jun 2021 08:00 PM PDT

    Need help identifying a game

    Posted: 04 Jun 2021 09:47 AM PDT

    Switched to a new device how do I get my premium back?

    Posted: 04 Jun 2021 03:16 PM PDT

    So basically I got a new phone (s20) and had this game called worldbox on my previous phone.and as the title says I paid for the premium.but when I installed it with the same account I originally downloaded it with, it doesn't seem to be the premium. And help on this please?

    submitted by /u/boredaf2105
    [link] [comments]

    How to measure tablet gaming performance vs Note 10 Plus?

    Posted: 04 Jun 2021 10:54 AM PDT

    I'm looking to buy a tablet, and if I get one, I want to make sure it'll work well for gaming on the side.

    Problem is, I have a Note 10 Plus as my phone, and when I try to check comparisons, I'm having trouble telling which tablets would actually offer better performance?

    It looks like even the high end tablets might have 1 processor that's better, but 1-2 that are worse. In addition the tablets seem to have much less RAM than the phones.

    I'm having trouble finding any sites that offer any sort of benchmarks for gaming as well...

    Any idea how I could find a tablet that would actually be an upgrade in performance for gaming above a Note 10 Plus?

    submitted by /u/SpyridonZ
    [link] [comments]

    Rpg games recommendation

    Posted: 04 Jun 2021 09:37 AM PDT

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