Keeping Players in the Game: We Are Warriors

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.

Core Game Loop

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.

Game Economy

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.

Game Monetization

IAP

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.

Ad Monetization

The game focuses solely on Rewarded Ads, and you can find it on any occasion of the game:

  • At the end of each battle- Watching an ad to double your Gold income
  • In the Shop- Watching an ad to get more Gems
  • On the battle screen- Watching an ad to receive more food
Rewarded Ad for Food Production

Conclusion

  • Easy to learn, hard to master – The game’s First Time User Experience (FTUE) seamlessly integrates players into the gameplay without requiring extensive onboarding. Encouraging failure as a learning mechanism, the game prompts players to improve through trial and error.
  • Emphasis on progression – Players quickly realize that advancing through the game is essential for survival, as demonstrated by its mechanics and level design. While progression in We Are Warriors may be gradual, players are driven to evolve and unlock new timelines.
  • Balanced game economy – Despite Gold not serving as the game’s Hard Currency, its scarcity necessitates strategic decision-making to acquire. Players must eliminate enemy troops strategically to obtain Gold, which is crucial for upgrading food production and base health, thereby enhancing their chances of success.
  • Strategic ad placements – Given that Gold and food are pivotal resources, they present lucrative opportunities for monetization through ad placements. Players can easily acquire significant amounts of these resources by opting to watch ads, enriching their gameplay experience.

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