About the author
Guy Yogev
I bring extensive expertise to the table in GameDev & Design. Crafting innovative game mechanics, intuitive UI, and compelling features, utilizing a range of applications like Figma, Miro, and Unity.
This week’s blog will explore the dynamic universe of We Are Warriors, a Hybrid-Casual Tower Defense game with idle mechanics developed by Lessmore UG.
Praised for its straightforward elements and intuitive gameplay mechanics, this game has garnered acclaim within the gaming community. One notable aspect is its unique approach to the First Time User Experience (FTUE), where failure within initial levels serves as a strategic tool. While some game developers shy away from incorporating failure into the onboarding phase due to potential player dissatisfaction, We Are Warriors embraces this concept, effectively leveraging it to enhance the overall gaming experience.
One of the most captivating elements of this game is its simplistic and intuitive core gameplay loop. Interestingly, the game’s simplicity is its greatest strength, as it empowers players to devise strategic approaches to conquer each level and optimize their resources effectively. For instance, employing infantry units as a distraction tactic before deploying high-damage troops can disrupt enemy formations and create opportunities for victory. Players face the challenge of acquiring Gold through successful enemy troop or base destruction while also defending their own assets. Following each round, players are presented with the choice of allocating Gold towards various upgrades, including enhancing food production rates (the primary resource for unit production), fortifying allied bases, unlocking advanced units, or progressing to the next timeline.
Complementing this strategic gameplay is a meta layer involving the acquisition of Gems through Daily Missions. These Gems serve as a currency for summoning cards that enhance units on the battlefield, adding depth and customization to the player experience.
The game maintains a finely tuned economy, with the deliberate scarcity of its primary resource, Gold, compelling players to exert considerable effort to acquire it. Gems serve as the game’s Hard Currency (HC), used for summoning Cards, while Gold functions as the Soft Currency (SC) obtained through battle participation. Gold serves as the primary currency sink within the game, as it is predominantly allocated towards upgrading abilities to significantly influence gameplay outcomes.
The game uses IAP to obtain Gems. There are several bundles of Gems, but the variety is surely not enough. This is not the main monetization model of this game, and there is no strive for the players to purchase these bundles.
The game focuses solely on Rewarded Ads, and you can find it on any occasion of the game:
About the author
I bring extensive expertise to the table in GameDev & Design. Crafting innovative game mechanics, intuitive UI, and compelling features, utilizing a range of applications like Figma, Miro, and Unity.
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