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Create free accountjust for fun just to see some games so Canna have Alex hent of Globs come up Globs is it Globs Globes I never go right glose we've met each other about a million times there's no policy no so soundwise does he need anything or Mike you set okay fine you know what you're doing off you go okay so hello I'm Alex from the glob Studio this is the trailer just last 30 seconds so I will show it six times no I have another video so I will show it and then I'll talk about it later attention
so basically it's a local multiplayer party game for iOS you play there are 30 different games that can be played on the same screen um if you're by yourself or you want to train you have uh computer players and you have six game mode you have a skill equalizer that allows to play against people that are not of the same level I'll show another uh video oh it's in
can't I am I am
so that's it the game is out this Thursday for iOS 3.99 Euros so have a nice party okay this is very relaxed clap clapping's good we should do clapping so can I get the the hard score games uh to come up and show star admiral here we go excellent that's what I need I need some boo tokens yeah it's fine cool yeah we got timer anyway any three minut okay um so when we started hardcore games we felt like there's a lack of certain content for hardcore Gamers on the mobile mobile app stores and so we um with hardcore Gamers I mean Gamers
that are now playing on PC and consoles and so that's why we developed um star world it's a TCG um it's um yeah it has uh but instead of the cards so it's a card tring card game but instead of the cards you actually have 3D models and uh you you play them on uh on onto the field and try to um yeah win over your opponent and um yeah so what what you see in the background here um is uh is a let's play that we have done um so we want to show okay what is the game about how do it play and see how yeah how the actual action is going on can you please hello hello and welcome to star admiral um this is our first Gamecast my name is Shay and I'm here at hardcore games in Berlin just going to show you a little bit about star admiral it's a ccg collectible card game developed for mobile So currently we're in soft launch
in Austria and Switzerland and Canada but we're going to have a global launch this summer so um yeah we've got a lot going on we're just going to jump straight in look at some of the core gameplay today so for those of you who played ccgs before you''ll be pretty comfortable with this but this has something special about it it's 3D so no little card models which don't do much and kind of hover around um it's probably I think one of the most exciting components of star admiral is it really feels like a game as opposed to a tabletop game um so here we are this is our opening hand got our hand down here got our avatars this is me and this is MC Lovin so I'm playing against a player normally matched against someone of a pretty even even kind of rank so we'll see how we go uh in star admiral you have to sacrifice a card to gain energy so that's I'm going to do now
play my best ship ever which gives me one energy but only temporarily and I also just upgraded um You probably saw over here you need to upgrade the play certain units in s Admiral but we'll get into a bit of that little later let me see some tier 2 units so yeah um it's a pretty fastpaced game if you're having trouble keeping up when you're playing St Admiral you can always St out what's going on by bringing up the strike history nothing there now but uh strikes and traps as you'll see in a moment fill up the strike and trap history so an interesting turn by mcloven he's brought a trap into play it's one of the three main types of units inide Admiral you've got traps you've got strikes and you've got crafts so we can see mlin has an epic flying power plant in play at the moment can be pretty dangerous these guys especially late game game so I really want to get
rid of him as soon as I can decisions decisions I don't want to do it but I'm going to sack my powerful experimental weapons um for the sake of gaining a bit of control I could play this zero cross cost disable uh I'm going to hold on to it though disables can be really really lifesaving when use at the right time and um if he goes ahead and attacks with this craft for three damage that's okay this P today will be familiar with this there a small glimpses at the game so you can minut who brings a 16 YouTube you can you can watch the full full uh Gameplay at YouTube thanks fantastic oky doie so next up we have uh two men and a dog showing off zombie catches you guys have been big Indie pitching haven't you how many guys here are doing big Indie pitch today a lot of you okay fair enough yeah see they've all got balls fair enough okay cool
you've all got balls hello so my name is m colan and I am the CEO and developer at two men and a dog and I'm here with Alex rizon and our designer so this is the game uh called Zombie catchers it's our first game and we've been making this for the past year uh it is a free-to-play platformer mixed with uh building game so let's have a look at the trailer technical difficulties little bit can you hook up an iPad we have a video on iPad so can you show it from there
so if we cannot get the video we can show it on the small screen and so see yeah yeah I don't think you can see that so it's a good game believe um you can uh you can uh okay yeah technical difficulties so uh we think there is a big lack of a good platform games in the mobile space and uh with this game we wanted to uh fill that void and make a modern platformer and uh making it more casual and fun and um the game has now been on a soft L for a couple of months now and
the reception from the players has been great the retention numbers are really high and uh currently the completion rate of currently available content is quite staggering 44% and uh we are planning on a uh Global launch around September and uh tomorrow we will be at the indie game booth for the whole day so if you want to see the game there yeah you can come and come and see us and uh so thanks 40 seconds left there had 30 seconds left so um we're going to do a slight change of plan just because timing is bit quick so basically we're going to announce the winner of the big Indie pitch through there we can open the doors announce it through there and then we're going to reconvene here in about sort of 10 minutes that's okay so the big in we will come back don't worry the people but otherwise the problem is is like Indies in there and there's Indies in here and everybody kind of seems to want to know who so so and every wants getting done now
otherwise people waiting for us so we can the door's open you can walk straight through there's beer in there who's not got bear tokens who needs bear tokens
The 2014 PGC Helsinki showcase highlights three distinct mobile game titles, emphasizing the diversity of development strategies within the indie sector. The presentations focus on addressing specific market gaps, ranging from local multiplayer party experiences to hardcore collectible card games and modern platformers. These developers utilize soft launches to refine gameplay mechanics and gather performance data before pursuing global releases.
Globes introduces a local multiplayer party game for iOS, featuring 30 distinct mini-games and a skill-equalizer system designed to balance competitive play between users of varying experience levels. The title is positioned as a casual, accessible experience priced at 3.99 Euros. In contrast, Hardcore Games presents Star Admiral, a collectible card game (CCG) targeting the mobile market with a 3D-modeled aesthetic intended to bridge the gap between traditional tabletop card games and the immersive feel of PC or console titles. Currently in soft launch across Austria, Switzerland, and Canada, the game features complex mechanics such as energy sacrifice, unit upgrades, and tactical strike history tracking.
Two Men and a Dog showcases Zombie Catchers, a free-to-play hybrid that blends platforming with base-building elements. The developers identify a lack of high-quality platformers in the mobile space and report strong performance metrics from their soft launch, specifically noting a 44% content completion rate among players. These presentations collectively illustrate a trend toward data-driven development, where indie studios leverage soft launch periods to validate retention and engagement metrics before committing to full-scale global launches. The session underscores the industry's ongoing focus on mobile platform optimization and the pursuit of niche audiences through refined gameplay loops.
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