AnalysisJournal 5 Michael Khripin April 5
Another review based on my poll, second top choice—the latest release from Supercell — mo.co.
For those who will read till the end, there is a bonus—a chance to get an invite.
I really like the visual aesthetic—it’s fresh and vibrant.
The idea of receiving quests via chat with NPCs and collecting rewards right there is great—very modern. Feels like chatting in DMs, familiar and intuitive.
Brilliant marketing move with the invite system—you get 3 invites after reaching level 8. That’s going to bring in high-quality, motivated viral traffic.
At first, the shop only offers loot boxes for merch tokens (currency earned through gameplay), and there’s no way to spend real money. Later, the full store unlocks. It follows a classic structure:
As if they made it by the book we’ve published last year with Balancy – “Best practices for In-game Shops”.
No ads at all—well, Supercell can afford that!
There’s a “Content Creator Boost” option in the shop—it’s unclear to me what kind of UGC this refers to, but based on description you can enter someone’s Creator Code, and they’ll get a cut from your IAP purchases. If you know more, please share in comments.
Monetization is super lightweight and doesn’t distract from the gameplay. So far, it doesn’t feel like an F2P grindfest—though that might come later. For now, it feels like a light and energetic action game.
Collection system: Loot boxes drop a set of gear items, and with each drop, the chance of getting the remaining ones increases. No fillers—it’s basically a random order set delivery.
There’s a ton of social features for co-op play—clearly designed for virality, co-op fun, and social reinforcement for retention. Chats, friends, co-op, leaderboards.
You start as a guest, but they encourage you to register a Supercell ID—a universal account across all Supercell games.
There’s an in-game newsfeed and message inbox—clear midcore staples.
They also immediately show all social links—YouTube, TikTok, Discord, Twitch, Twitter, Reddit, Instagram. Would be cool if they offered rewards for community participation.
A great gameplay feature is how you enter locations where other players are already farming. These “persistent instances” let you see other players—their gear, their mounts. Gives the world a sense of life.
They enable x4 XP boost from the beginning, for almost a day. I wonder if it will feel like hitting a wall when it will be over.
What’s not so great: The gameplay gets repetitive, about on par with a typical casual game. You mostly run in circles and press Attack. Monsters don’t require any real tactics.
Gear upgrades automatically from random drops—you don’t choose how to progress.
That initial midcore feeling fades quickly when you realize there’s not much freedom, and the meta lacks variation.
Now, the bonus part. If you’re lucky enough, you can have your invite here:
Keep playing good games,
PixelWraith
#GameDev #Liveops #Platform #Deconstruction #Balancy #Marketing #GameDevelopment
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