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Create free accounthello and welcome to Pocket game bus's first time user experience this is where we play the first 10 minutes or so of freet to-play games just have a look really the kind of uh the tutorial or onboarding experience however you would like to call it um game looking at today as you can see is a shop heroes from a Canadian developer called Cloud Cade um so this again for a tutorial so okay so this is as you can see already this is kind of a a kind of shop game heavily based on Crafting so we can see already wow there's some menus here so we got a knife crafting a knife there we go put my knife in inventory so I can set it up uh what should we do now wonder if it'll tell me yeah speak with L to sell
her the knife okay she wants to buy a knife that's that's capitalism isn't it that's good there we go I got gold she got knife everyone is happy create more knives and not the shorts okay so looks like we're creating three knives this Che the bone knife got new blue okay got to sell him one the Rogue grass okay sell him one he's going to be happy yes very happy now let's do some short swords Okay C the time that's always useful add another crafting slot this time it's for free good so she still wants crafting I'm okay so to tap on things more workers okay see how the game
going to start to add complexity all three the moment there carpenter to M okay we hiding Club see walk that's a bit less VI okay so we're going to have s bench is that doing something okay have what like to hear now this person a knife any knives left yes so craft try short sword okay so a time element involved
um CL the chaps working away in the background very good he wants a knife no KNE okay let's try no not I have not okay that's why I can't sell it um everything else walking stick then collect and sell good day to you Mr Rogue what you using your knife form should be asking for ID maybe thinking a bit too literally um someone from walking stick this chap
CL so what else we got what else we got down here um oh wow weapon crafting station that's got enough money yes TR oh can't do that maximum shop capacity how do I deal with that then um I got one go oh there we go and some gems so that looks like a hard currency up there 25 gems is hello Catherine what's your name oh good tutorial isn't it okay you put a name in come on come so there's name click
keep L accounts services Facebook uh Facebook's the only one this chat looks like he's fighter he wants a short sword thought happy now how do I expand my thing open the set menu okay done that yeah good for Facebook so I got these two can't got to reach level two I level two forel here so this is where the tutorial P to of um just have to keep
sometimes problems with tutorials if you don't want to do what so that's how I upgrade okay oh more hard work this crafting business create want a knife I got a knife I have not have a knife can I open that add a slot for 50 I got 50 um okay
collect so he want a KNE some run out of resources got okay so I'm kind of getting the hang of it can that can have that yes got Club I've not got a club it's confusing I am easily confused but I think we kind of get the hang of what going on uh in this game it's I think one of the interesting things is um it's been
out for a while actually I think launched in September so we're a bit behind the times on this one but um the the kind of the um sharing element is is something that is seem to be driving um retention in the game where um you can do kind of player on player kind of sharing of materials I guess obiously the moment we're doing very simple items but you get further in the game obious start more complex than I imagine collecting the materials to make certain rare items or complex items is going to be pretty difficult so it's kind of interesting maybe we'll kind of play a bit more of it and see when that kind of stuff unlocks but clear you get kind of a rough idea of the game um apart from me being rather stupid in the tutorial you kind of um it's kind of obvious kind of what we're doing we see at the top there's a whole bunch of resources so lives as well I don't know what that's going to involve maybe probably an energy system but just go to the end and just and do that for the last
the last thing we'll do in this video um oh okay so Quest this is that's what I'm going to need to live Sy theor to the sewers okay so this is going to so these are the guys who come to my shop um presumably yes this just be a mission where just go off and do something I would have to do anything in that mission but I can speed it up for free this time so let we can see how time element works here off he goes special item need jolly good not Lu he B me with chest let's open it and see what we got yep yep yep yep there we go got a helmet okay
okay so now okay see another thing so this whole chap is going to be equipped with what he just good job so there we go we can oh okay so we get get an idea um kind of how the the economy Works how what the stuff we're going to be doing in the game so um kind of a bit like a kind of resource management meets a bit of kind of D Dash with some RPG elements thrown in for good measure it seems so um yeah I guess it kind of game that might appeal to quite a lot of people but there isn't um quite a hybrid kind of approach to things so um in the long term maybe it won't appeal to the an RPG audience oral to a resource management audience um apart from Maybe get a good kind of intersection of those
two kind of groups anyway so that was I think interesting um anyway don't forget to subscribe to pocket gam bus's YouTube channel we do quite a lot of this um analysis of different freet to-play mobile games um and obviously if you subscribe you won't miss when we put up a new video so um yeah hope to see you soon thanks for watching
Shop Heroes, a free-to-play mobile crafting RPG developed by the Canadian studio Cloudcade, utilizes a tutorial-heavy onboarding process to introduce players to its core loop of resource management and shop simulation. The initial ten minutes of gameplay focus on teaching the player how to craft basic items, such as bone knives and short swords, and manage shop inventory to satisfy the demands of various customer archetypes. The game employs a standard progression system where players must balance crafting times, resource availability, and shop capacity, eventually introducing hard currency in the form of gems to accelerate production or expand facilities.
The gameplay design functions as a hybrid, blending traditional resource management mechanics with light RPG elements. As players advance, the experience shifts from simple crafting to more complex systems, including questing and character equipment management. A notable feature is the integration of social elements, specifically player-to-player resource sharing, which serves as a primary driver for long-term retention. The tutorial effectively guides the user through these systems, though it occasionally restricts player agency by forcing specific actions to ensure the user understands the underlying economic loop.
Ultimately, the game targets an intersection of audiences, appealing to both resource management enthusiasts and RPG fans. By incorporating time-based mechanics and energy-gated questing, the title establishes a persistent economy that requires strategic planning. While the initial experience is straightforward, the complexity of crafting rare items and managing shop logistics suggests a deeper layer of gameplay that emerges as players progress beyond the introductory phase. The title demonstrates how mobile developers use guided onboarding to bridge the gap between simple task-based interactions and more intricate, long-term meta-game systems.
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