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Create free account[Music] everybody welcome to our soft launch review series and the game that we'll be covering in this video today is supercells rush Wars this is a game that has been in soft-launched since august 25th of this year and is currently still soft launched in Canada Australia New Zealand and Finland and this is a game that I know a lot of people are excited about as a supercell fan myself supercell is probably my favorite mobile
gaming company and clash Royale is a game that I play the most and it's probably my most favorite mobile game and so understandably a lot of people are excited about this everybody is talking about it and having said that there are a lot of mixed reviews and so there are some teams at different gaming studios where the whole team is playing it they all love it and then there are also other folks who are more mixed with the reviews and kind of comments even such as this we have a fairly big crew to discuss the game today and I wanted to bring in more people just because it was really difficult to really quite get a bead in terms of how well this game will do from a long-term potential perspective and so by bringing in more smart people and want to get more perspectives in terms of what their opinions were before we dive in just a quick few notes first is that because it's a soft launch game remember a lot of changes happen a lot of things can occur and so there may be big pivots and
so what we talked about today may not be relevant next week next month or even tomorrow and so just don't know so definitely be aware that a lot of big changes can happen in soft launch games secondly having said that you know soft launch games are great to look at because one it kind of gives you a sense of what's coming into the market you also get a notion of what features work and don't work if you follow the features that are surviving a game and are taken away in a game and you also get a sense of how different companies approach game optimizations in soft launch as well and the final note I want to make is that please do bear in mind that you know criticism is easy it's very easy to make comments and have feedback about games making a top-grossing game is extremely difficult and so just so you understand the context and the perspective that we have you know we want to give some of this criticism just to keep things real and but basically the objectiveness
is to learn and to get better and you know we're all game developers as well and so when we launch games we you know love to get feedback open honest critical feedback so that we can all get better but please don't take the some of the criticism that we have to personally because we don't mean it in a personal way we love all the beam developers and you know we want to see the game industry to do better so please bear in mind the spirit in which a lot of this criticism is put forth and without further ado I want to take it over to our panel of experts right now everybody welcome to game makers soft launch review and today we're going to be covering supercells rust Wars and with us on the call today we've got actually five of us starting with Joel Joel Coonan from game refinery manya Kumar who is a games consultant Jeff Witt who is with beyond games and also consultant and Norbert Kalman from storm 8 and so I thought we could first start by talking
about well actually why don't we kick off with just just you know a couple of sentences in terms of high-level thoughts in terms of the game starting with you Joel yeah sure little kind of a mixed bag of feelings I would say there are a lot of good things I got hooked in the beginning then moving on a little later the game kind of loosed groups creep on me because a couple of things but I think that a lot of good things some things to develop menu I think in the fuse the words this is the first supercell game I've given a 3 out of 5 on this but the one thing that is there so like within the first series I kind of gave this year out of 5 rating because I was like supercell come a little bit bigger but but there's
something about the game which which is the people you get the more interesting it gets and it's it starts like grow on you so but yeah so a super silly game that I give her of is as it starts to grow on you but there's a lot so Jeff besides the just bold simplicity of it I was a little shocked at just how few of the things about monetization that supercell has learned over the years and how they haven't really tried to apply it to this game okay and then Norbert yeah I was surprised it was a very safe that coming from supercell it just feels like a rehash of a lot of the earlier games but I think it's very solid the production of the are great it's fun to play my main concern is about is it
gonna have the broad broad appeal that supercell fans basically would like and expect from a new special game right and my own take is kind of similar to yours money III when I first played it I hated it and then the more I played it it kind of grew on me a little bit and so I think it's and then it gets more interesting with team domination and things like later in the game so so I'm also mixed but you know slightly slightly positive I would say and so just kind of talking in terms of the just just kind of looking at the data that we know about the game I wanted to first talk about the audience because the most likely audience for the game will be you know those players from boom beach and from classic plans where it kind of seems like you know super cells kind of taken some of the elements from those games and kind of stripped it down in terms of the core gameplay and we see that the audience is largely male for boom Beach 88% men on a global basis 67% men on clash clans and we're seeing
that you know a big chunk of the audience is between sort of that that you know 18 to 35 range when we look at page likes we can see that a lot of those players that do play boom beach plans do seem to like strategy games like strategy micro based games like League of Legends it's also probably good news that a lot of the players of boom Beach also like ketchup hyper casuals since the game has some resonance with with hyper casual games in my opinion and then you know we also see that these players also seem to like competitive competitive games and so it does seem like there's probably a good audience fit at least in my perspective from the boom beach in clash of clans players - - to this game and money I know you wanted to speak a little bit about the rush Wars keywords yeah so I think like looking at the keywords of rush was helps give or like he'll put a
further magnifying glass what kind of audio is actually going for and when you look at the keywords it's quite clear okay you know 70% of all the keywords I think they were about like 2020 in 25 one sensor tower about 70% of them I all targeted towards this mid core audience and the supercell portfolio so you know for the mid core audience that as keywords like SWAT and do and quite interestingly like going for Warcraft and Warhammer so this was one portion of it and then and obviously there's a supercell portfolio keywords like you know flash and Royale and boom and Beach etcetera so and brawl and stars I guess but so
yeah so okay so 70% is kind of explained there definitely you know going for this you know clear mid core audience focus and also probably looking looking at you know which came in there for you has a great overlap but on the other side there's this like 30% of just pure randomness that's happening in some of the keywords not what what is actually there but you know one keyword was and there like a few of these you know electic and I'm not sure like which part of the game is even related to Kiki but they have this keyword cake and you can see like the first there ranking number eight on it and the first seven results are I think all hyper casual games except for probably the first one I don't know what the first half is but and then and then there is like some other random things
like Beachbody and there's like another one bum and I mean I I don't know like what exactly they're doing over there but it was pretty interesting to see you know some of these words but yeah still can't figure out of you what's happening in this other 30 percent you know is there are they like looking at completely different audiences is there even a sign of you know they testing high potential audiences on this game because you know one of the first impressions of a lot of people who put this game is that the gameplay could be a little bit more casual compared to some of the other supercell titles but yeah there's this 30% question mark but 70% is definitely focused on the mid core audience yeah and given that they're kind of ranking for Warcraft and Warhammer wondering if the the military theme in versus affinity seeming like we would
have done better but I mean certainly from a competitive cannibalization perspective military's probably better but anyway they're just just kind of a question as I as I saw that but exactly now okay cool then in terms of revenue analysis just basically and you know this is very speculative data but just using sensor tower I looked at revenue per download from launch after two weeks and so yeah it's hard to really make any definitive conclusions about anything but one of the things we can see here is that certainly from a comparative perspective when we look at they're games like boom beach clash plan to clash vowels the revenue per download or rush Wars is certainly lower than those other games now please keep in mind that you know this is you know there's still early but you know it would tend to indicate that you know maybe the game isn't as strong as some of those other games but yeah again very
very speculative and Manu do you have yeah so yeah I think that you know I guess everything that everything analysis related that I would say on this call has to be pre faced by the statement that this is a beta so expectations so but yeah so like one way I was trying to look at you know the probably the staying power of this product and actual market potential and probably even a little bit of how much the audience actually likes it is is is this is this graph of you know the ranking the grossing ranks of this game I have to call out that in terms of
download volumes this launch was nowhere close to Broadstairs I mean I think Broadstairs had a TV the current distance whatever Broadstairs had like four times the install volume one day one specific thing I've seen is that they actually encouraging players to download the game from countries that are not part of South one's territory like they actually have a rush Wars has a video basically how to download the game if you're on Android iPhone 4 that when the US so it could actually drive more installed as some of those might not be able to monetize because you potentially can't pay through the Canadian App Store if you're not actually a Canadian user that's true yeah it is harder yeah I've got a bunch of Canadian giftcard it but yeah it's hard to do with that yet so that CSI is coming back
through the graph you know so this one only looks at what's happening in Canada and specifically to the iPhone and the first graph is just a straight you know first 14 days comparison of top grossing ranks for rash Wars versus what happened with clash foil and what happened in all styles I guess these games also had beta versions of their own and it just came out so but you can at least in the first graph we can definitely see you know as soon as they came out there they started low as most games would and then immediately shot to the top I guess clash royale that was just because of really create engaging gameplay and strong monetization systems and football stars I guess it was also a little bit because of the supercell effect it was a completely new kind of game that hit the market something that the market will see before so player need for investment them this was also
quite high but drivers on the other hand you know it's yeah it's and say this time it's kind of like Frankenstein of you know all the different supercell games so initial exception was not really that good and but even if you like what to take away you know this whole download volume stuff and you kind of to you you could kind of like wait the ranks and kind of bring everything on a level playing field if the trend is quite clear that it I mean it's not it's it's going this ranting graph is going down and there is a clear monetization problem and the km and at least according to me it feels like it's a function of two things one is just a generally shallow strategic gameplay layer for this mid core audience focus and and second is the key
monetization system that they have which is the pre-roll gotcha and but dad you could probably like get people who collect yeah yeah let's lift let's dive in so I wanted to now like talk about the gameplay and I can go ahead and kick it off but for me is I think I as I mentioned at the outset I personally am NOT a huge fan of the gameplay I think there's an audience for it but I think I'm also biased because I'm a huge clash Royale fan and I like that you know I I'm a much better fan of that kind of strategic element in terms of like cards and the micro and being able to control your actions and see how your strategy impact your actions and so for me like when you do the initial placement of your units and there is some micro in terms of you know whether you rage or invisibility or you know there's there's there's the the boosts and stuff like that but for me it doesn't seem as if the ultimate outcome of the battles you know
and from the strategy to the ultimate outcome is as tied as it is in like you know whether it's for all-stars where you're directly controlling the person or in clash Royale and I think that that tie between your strategy and your actions to the outcome for me is a little bit looser in this game which to me is it is what I didn't like it about it at least in the beginning and I think they're gonna they have the ability to improve and make that better but I also do think that you know the the you know additional modes at you and walk later like team domination seems to be pretty good and that part seems a little bit more strategic and you know just just like the typical game play I know Joe what do you think yeah I kind of agree so we've been talking about this being this game being kind of a Frankenstein Frankenstein of of the previous super games and with me with me
the rust Wars the gameplay at the biggest thing kind of a I would say obstacle for me to start enjoying or hooked to the game in the same level that I was sucking the English for you is that the in rust forth it's a synchros PvP and it of course a lot of this tactical and strategic elements out of the out of the core gameplay and it also kind of found make state game maybe more casual and easier to approach which can be also a very good thing so in the beginning I was a bit it's kind of a letdown and I was thinking of ok let's see how this goes and then after a while I was pretty much go to the game because the quick pacing of the matches and and because I am in comparison to clash Royale the stakes are not as high in this game with the match because even if you get only one star it's still a progress towards it just and the rewards and you are not
losing any trophies which was of course the biggest any Lea's that's realloc but on the other hand that was what was what kept me hooked in clash Royale for a longer period of time so after a while after I was I had played some dominations and and I had my I had my commander units on the field I started to kind of feel that the game plays a bit too repetitive for me and because of the lack of the depth in any tactical dimension of the core gameplay so based on what you're saying and it almost sounds like the way you're describing the game almost makes it seem like more of as much of an like a progression based you know maybe even like you know a progression sim or final progression type of game relatives it's kind of like you know it's it's not just a strategy game it could be also viewed as a different kind of game is that yeah yeah yeah that's a good way to put it down and that's actually because after a while I realized how I should kind of
achieve myself with the game that's when I started to like it I realized okay let's stop comparing comparing this to passerelle too much let's see it's really quick paced I come back and do some do some matches and then go on with my life and not show much skin in the game and we splash well in my case I said but that's yeah I said this can be a good thing or bad thing depending on on what what kind of audience the supercilious after so me as a second more mid-course player I found myself after a while quick week or two weeks after the gameplay I thought might have benefit not not not being engaged as much but I said this is supercell so the bar is really high I was expecting something like a clash Royale true it's not quite there but I see still I see a lot of potential because it's so early it's so early and if we look for - what
- super solid with brawl stars and the game is doing well at the moment how many overhauls daily Dena soft launch and and the game is now really really different from what it was in there in the first so I mixed backed by the feelings but I would say like Cho you said in the beginning a bit more of the positive side menu I think so yeah in terms of my first few days of gameplay it was definitely I was expecting something more for sure but I you know like you well I also started to kind of not look at it from this clash Royale lens all the time and I mean this was also also driven by an analytical pursuit you know because we were kind of getting our thoughts ready for this video call but but I mean players are
not gonna be doing it like that way they would definitely have you know clash for a landmine this you know the stakes or the battle in their mind how exciting how nail-biting those battles are and then they come into - Wars and then it's all that stuff is not very there and then say I so for me like the initial days of gameplay was like pretty unsatisfying I would say but the deeper I got into the game the more it grew on me and and they were like I guess there were like two features that I really liked a lot in the game one one was the defense stars so so while attacking is you know there are some weaknesses to the whole attacking mechanic in terms of you can kind of like this stick with one troop
selection though for like I don't know 100 200 battles and you just you know blowing through your trophy road at that time but the defense portion of the game can also be a very significant source of stars if you know how to like place those units in the best possible way and there are so many like YouTube YouTube videos with these influencers who are just like you know showing off so when they understand the defense and one of the biggest vanity metrics F is I'm seeing on YouTube is easy defense - like kind of double or triple of their attacks so that's like it's a huge and and then yeah so okay so what what actually then contributes to getting a lot of defense stars then you have to like really understand okay how is you know how is the map layout actually set up therefore how can you how can you kind of like helped funnel the attack the opposition into certain traps that
you might have set up in the fence etcetera so there is like you know this kind of like a tactical play which is quite strong in this game and but you're coming back to the defense stars I think it's one of the best feelings to come back to the game when you haven't played like the whole night and then you know just see that you actually made twenty five stars progress on the pro few road it's a pretty pretty strong feeling and that combined with the free boxes that are available so I had definitely like that and the other thing that I really like is the domination because it's not just about coordination but it's also about efficient killing so you know you can yeah you'd like take your draft but then even you know limited to like three or four times you can also go up to five to seven attacks as long as you understand how each troop works and kind of figuring out the puzzle of the opponent's to kind of make your attack the most
efficient yeah so at least from the player side the efficient killing aspect is a pretty interesting thing and to kind of make the player feel smart and also pretty rewarded at the end of it but also for the developer side I felt there was a pretty interesting opportunity to invisibly have control over upgrading of the complete roster for the player because the drafting is it is automatic so I don't know if supercell has this but it could actually be a good way to give you a draft of sorts that that forces you to upgrade units that you not regularly using therefore also like helping you explore more of the roster so yeah in general I found the domination design pretty interesting but yeah that further like some of the goods in terms of the bags yeah I guess like the really high level
point is the lack of the strategic gameplay and I feel it's a function I'm still kind of like collecting most of my thoughts around it and I'm kind of like the laying of full call on you know what I think over here but I do feel that in terms of things like troop synergies and true differentiation and and like the and the tech that you actually take into game play there's it all feels way too similar and therefore meeting gameplay experience is quite constant so the more you engage with it the sooner you might actually get bored of things so yeah I feel that's like one of the key reasons why I feel you know I'm not able to get super strategic with things they did come out as an update with you map layouts scored for the defense bases and that does like make it a little bit more interesting because now there are new
puzzles to solve for with your attacking setup but still not as strong as maybe that clash Royale experience so yeah I'm it's it's something to do with you know the troops and the deck that you take in and how these fruits actually are synergies and how different they are etc from each other but yeah I'm not able to like a silly like that sometime to put my finger on it exactly what exactly is a problem but it's something around this in this area of things okay Jeff so at first when I started playing I was kind of surprised at how almost one-sided this strategy felt on the attacker side like if you look at back at betrayal and clash of clans attackers and defenders almost
have the same amount of strategy and you know how they set up their defenses or how they set up their attacks and at first rush Wars seemed very one-sided towards the attacker just because the attacker had so many options to on how they were to confront a defense layout but you guys make a good point that it's almost as if it's not so much that the attack and defense were meant to intertwine it's like how do you want to earn stars do you want to go more the defense route passively earn stars by sitting up great defenses or do you want to focus on attacking to get stars so that that's a neat aspect of brush wars but I do wish that there's just more for the defender to do than you know assign troops on the map it's just very limited in what you can do as a defender the dominations I like it's it's it's kind of a simplified version of what they did
with like clash clans and and like I said it's a great way to push players to have to upgrade all the troops because they don't know what they're gonna get in their draft deck and that's probably their strongest but besides getting experienced from leveling up cards to begin with down there sort of guild dominations is probably the best thing they best driver they have to upgrade everything so that's great but it just it all seems so shallow at the end of the day and then we go into this more when we talk about modernization but that's my main kind of gripe with everything okay and over yeah along the lines alone everybody said it feels like they are going after the cash appliance boom beach audience with a lot more casual and faster gameplay the defense loop is actually optional which
is very interesting and also positive in terms of stars so I think that's one kind of differentiating factor that they introducing and they're also betting one like you have every daily to set up a new defense which it's very different from cash on the move which we can get stuff with a huge base they might not change which would really be careful to change so that's interesting and then the other differentiating factor if you come from cash terms of boom Beach is the kind of like recession design it feels very like a broad star type of session so for example clash of clans or boom beach if you units die have to retrain them so then you would need to wait some time in between attacks but here it's kind of growth stars you come in you have let's say five keys and you can literally open five boxes if like you get a really long satisfying session where you collect all your rewards and then and then you come back later to do
it again I thought that was that was interesting it feels satisfying yeah for me personally after playing the game for about a week I felt like I started repeating the same troops the same troop structure so it kind of felt a little bit repetitive and the biggest thing that bothered me actually was the cost of the headquarter the circumstance townhome mechanic upgrades I got sucked for I didn't eat 5000 gold for the chopper and soda cans are like oh my god this is going to take way too long so I kind of I kind of dropped out because I just didn't find the the grinding as interesting got it okay and so maybe shifting our discussion now from gameplay to the systems design and I can go ahead and start I don't have too much to say here because I didn't study as well as I should have but for me it all seemed pretty standard it seems like I didn't see a lot of true innovation unlike you know clash Royale for example but for me
it seems like assuming that the game the gameplay delivers that there'll be enough monetization there to make it work but I you know those are just my very simple high-level thoughts but maybe I kick it over to you Joel what would you think yeah yeah I would say not too much innovation innovation on that side but but I don't know if that is needed so a bit very very similar kind of stuff that for example in in in clash Royale and I have other personal games what about actually what I noticed I didn't notice the first it was quite quite interesting again comparing it class last Royale if you think about the chance to cut you tools that you have available for you in clash Royale there of course we're tied to your kind of arena arena rank so so your new trophies so the more trophies you get then you expand your guts pool basically you get new characters that you can cart you and get this game it was tied to your
headquarters so kind of sauce sauce currently sinking in that way so you have to upgrade your headquarters to get more more more kind of a bigger bigger budget pool or so that was one of money interesting interesting things so the trophies don't act in the similar manner than in clash clash Royale so we must be seen how that pans out but but I'd say it really remains to be seen but what they what they bring up in the in the upcoming up updates to the game if there is going to be more innovation innovation or not and then of course hoping hoping to the bit of the monetization side you have to have to think about them and prison frames of battle path system on every game if they gonna attach that to an antibiotic state may or any schema source or something like that right I would fully expect the ballot pass system at some point but money would be
um on the system side I guess one one point that I have is like coming back to this tube differentiation thing that I haven't unlocked all the cards as yet I think I have like about 23 but that there like some there are some units that just most obviously Trump other units and you know there's like for me at least the jetpack unit was kind of trumping the the troopers unit in in many ways and it kind of like and if you have like jetpacks and then you also have shields set up then troopers I just like you just don't need these guys at all in the game so you know it comes back to okay what is the significance of these of this what is the longer-term
significance of you know the two per troop in the game if you are actually aiming towards you know create creating a distinguished roster of characters and then it comes down to okay maybe there's the gameplay style is a little bit different of these troop characters but even that doesn't exist so so you know it's there are there are some of these situations where I felt like the true there are certain troop you know it's like just wrump other truth units and then it's kind of like cannibalizing it's their own characters in a way so this was like one of the negative points that I felt in the systems and then yeah but then on the monetization side the pre-roll gotcha feels like it feels like a little bit of a it cuts the leg on monetization for me at least because so you're going
for the mid core audience which wants a strategic gameplay but the strategic gameplay layer is low and therefore the number of troops that you then take into battle or the you know the the frequency at which you very very the troops that you take in the battle is super low so you pretty much taking the same troops and then you have a pre-roll gotcha over there you just not making the purchases for the card that you don't want so it's it it doesn't make sense and I don't know it like I don't want to say supercell doesn't make sense because I would I would I would never have imagined I would say something like that but this system just does not make sense with you know the way the game is set up right now so like Joelle said we have to we have to see what comes up this is still a beta at the end of the
day I mean maybe their goals of this beta are completely different from what we are analyzing you have to move it so you know say how we just have to wait and see but their dealer like to clear weakness that I saw in in the game right now we just I just you know again coming back to the shallowness you know they have gold sinks in terms of you know troop upgrades defense upgrades and the the - building upgrades but you know when you're thinking of like some variants of clash of clans or boom Beach it just the sinks just aren't there like yes you can grind for the 5,000 gold or whatever you can also just make 120 or $50 purchase and that's probably gonna hold you for a good month two months like at some point like if you if a whale comes into the game and you know
they're willing to pay to get every upgrade and stuff like that their money is gonna go a long way and that's fine for a high da you game which supercell games are always going to be high da you but if this were any other developer like they would have a serious problem on their hands and just the fact that rush Wars kind of like completely eliminated like the chest timer stuff from clash Royale just you know almost boggles me and look I'm a big fan of bundles like Joseph you know III tend to push bundles on a lot of games but mainly gains with a lot of debts I think bundles as a monetization tool are great drivers for monetization in a game that has a lot of depth has a lot of runway and and rush Wars just doesn't have it so like you know the the three bundle options they offer they give you a lot
of cards players see exactly what they're gonna get and they can decide if they want to purchase them or not if they do purchase them it's because they know they're gonna get a lot of upgrade from them and that's fine that they're they're gonna convert but then when are they gonna have to spend again for those cards and same way with folds like I could spend $10 and get 35,000 gold I'm sure at some point in the future I will be in a gold sink but not would be for a long time which is fine for Heidi you game but if if this were any other developer I would be really worried about their you know monetization capabilities got it in Norbert you want to wrap us up here on systems yeah I tend to agree that Rushmore doesn't have the monetization that Sasha fans of boom has I think it potentially could have more than that saved roll stars and I don't know it could even get closer a little bit clash Royale just because the HQ and the chopper out base could get
really really expensive like in flash clans and the it always should also be accessible yes you can buy chaff so that's interesting you can buy keys in this case which could be kinda like an equivalent to spinning up your chest in clash Royale so that's a missed opportunity potentially but yeah I mean I'm pretty sure that you know whoever runs this game and familiar with what happens in the other games and they will make the right changes to to get the right motivation and and of that that stands happening but I think yeah the main problem is to be solved just getting the broader audience into the game in my opinion cool and so maybe like a really quick take from you guys in terms of some open questions in terms of just a few things before we get to before we wrap up with the scorecard but I actually want to ask you guys about your
take on four things and the first question is like so in terms of team domination what are your sort of high-level thoughts just very quickly a job I really like you that I I think it was already pointed out here that there is a lot of a lot of potential in many many ways of course forty unfortunately do you really think about develop you all of your cards nuts it's the one that you use by yourself in your own attacks for example there's a lot of we will be talking about this game lacking the strategic tactical lift and these terminations medals if done right if you are in a kind of playing it on a competitive level they have much much kind of a deeper deeper elements on on strategic and tactical side side of things and of course the whole the kind of firm makes that's the first step they have done with their with the clan system and then of course and the future to take and build upon that a lot of this other co-op modes for example that they have done in those are the other
other gaming bears so I really like them there's this big potential people there yeah actually why don't we do this like a like a panel where you have thoughts on team domination maybe anyone can just kind of jump in and and and comment otherwise don't don't worry about it any other thoughts on team domination yeah so I just want to point out that the preparation day it feels really long and slightly wasted because setting up defense of this game is a lot lighter so it just feels like I'm setting up two or three bases and then I have to wait a full day to go on attacks I think there could be an opportunity to kind of speed things up given that the game is faster and lighter than 10k question clan right and then money did you were you gonna see him yeah I mean you know at the stack of the call I was just talking about this competing domination feature is definitely one of
my most able and I feel it really makes the makes a player feel very smart about himself is if he is able to be very efficient with the troops that he's gotten and that's something I feel that more in this game than other supercell games anymore spot smart in this game then other super and yeah and like everyone said you know the motivation to like upgrade your complete roster because of the graphical system is pretty strong but yeah okay second open questions for me is any high-level thoughts from any of you on the key unlock system there was mention of that before so at least one sort of not so positive about what kind of buddy in any other thoughts on that I did find
it interesting that so either so either you have this engagement driven gotcha or you have a time driven gotcha but in a time different gotcha you are then you can unlock one at a time and then you have to pay to then unlock the second so in this one you would still pay a but but I think it was 50 gems for five keys or something and how this stacks up to it haven't been the numbers but it feels like this one would stack up to a lower amount of total gems spent four keys versus a time driven gotcha so it feels a little bit weaker but I'm sure it's one of the key gem sinks in the game already apart from maybe getting the hero healed up quickly when the you was
a kind of parallel to legendary is in this game and that's I guess one more good thing that I like that you know you can actually play pretty active in another layer of strategy but the skill of the hero which is kind of cool in the battle but but damn well I thought that the you know commanders were kind of a double-edged sword on that point yeah it's more active in the battle definitely like the healing of the commander slows you down a lot so before I got commanders it wasn't that much of a grind to you know use all five of my keys and like one or two sessions but now like if my commander gets damaged yeah I could pay gems to heal him but since maybe I can't buy gems I usually it will wait until he's fully healed before I do and I understand getting multiple commanders you won't have that problem as much but once you do get a commander just slow you down a bit and in which case trying to get
through five Keys becomes a tad more difficult okay then the third thing I thought we could potentially comment on is the the theming and the art style in terms of the more military boom Beach dollar relative to the clash fantasy style and any thoughts on that so I just you know had to have this thought for the past few days is you know super one of supercells biggest strengths is branding like creating brand creating art and characters that players love and I honestly whatever happens with rush Wars you know even if it goes out and does it monetize well I wouldn't be surprised if they try to use these characters commanders you know this art style that you know if people tend to up in you know a second game similar to what clash Royale did with clash plans so it's there their art is very identifiable and
and that is a good thing on their end for sure okay and finally you know there was mention of this before so I just wanted to touch upon this again if there was any other thoughts on the pre roll gotcha just it it's out of place within a game that just doesn't have much depth I mean okay yeah okay before we wrap up with the scorecard just any other thoughts before we kind of kind of wrap it up here I wanted to come back to the odd point actually you know there's this they were like a few theories around you know the same thing that supercell did with clash of clans and then came out with this army themed face builder to an extent with boom beach like are they kind of took the same with you know yeah
sure I've been coming out with an army themed version of it also I don't know like one first if someone was to tell me this I guess it kind of makes sense but I you know you cannot deny the similarities over there though one interesting data point that I was trying to look at was you know boom Beach is one of the lowest performing titles of the supercell portfolio you know are they like trying to kind of find a game in that port fool their portfolio that can fit the empty space of Boone Beach you know kind of early and make it in like can you know fill that gap and a new graph you know like when the game actually came out was they actually a significant dip to the boobies revenue graph and they I don't know if maybe it's a volume issue at the moment but
they it didn't really seem like there was a major tip so I just want to like call it out that you know the download volumes are relatively comparable but obviously the volumes are not comparable but there was it didn't seem like any kind of download divider that when you know rush words came out boom which was not really affected so it was just just an interesting point I guess to call out so if this is one or soup strategies and not sure if it's working I think that's an interesting way to think about it though because you know just look at MZ with you know fantasy game of war mobile strike military and Jeff and you've worked on a bunch of you know some water war and like the military theme works and so certainly they should have there should be a game based on that theme that's a strong theme so yeah I think that's interesting okay yeah so in terms of just like wrapping this up you know I wanted to
get one your take in terms of a score from 1 to 10 in terms of how good you think the game is and like how you think the performance will do and then just secondly just quickly whether you think this game will actually make it to global launch or not and so I'll go ahead and start so for me I'm gonna give this game a 6 out of 10 I've got you know sort of higher expectations from supercell but I do think this game will global launch I just don't think it's gonna perform as well as other supercell titles Joe what do you think I'm kind of torn between 6 to 7 depending on on on on the date but yeah let's let's give it a 7 this time mainly because I kind of trust super sauce ideality that they have proven with the for example broad stars that they can do wonders when the soft launch band of a period absolutely I fully expect improvements I yeah yeah so it's
going to be kind of saying my biggest biggest kind of concerns are other kind of lack of certainty tactical theft in in terms of mid court players part of that is because of a sync battle battle son and then the pretty pretty light build building made a layer if you want to call it that but I do like many of things there's a lot of potential mmm whether or not this game is going to make it I think it's too early for me to say yes or no because it depends on so many things but I I'd love to say this this game see the light of day but as a more developed well-rounded and ready version when it is the light of the global launch money yeah and like I said at the start of the call first game I've given first supercell game I've given a three out of five so I would double it and just give it a six now out of ten so and in terms of that's
that's my score on the current beta and you know like like Joelle said supercell has shown the strength and you know the persistence and determination to actually turn games around with pollsters and I don't want to give up on it because I think given ok sure there're like a few they're definitely weak points with this whole product but I wouldn't call it a poor attempt at a game in any way it's it's definitely quite interesting so my dad says it is going to get to a worldwide launch but idea it is still the beta so it remains to be seen Jeff I'm gonna cheat a little bit and give two scores if this were not a supercell
game I would give the three just because while it has a lot of potential for stuff to be added any other studio wouldn't have the time there just be too much pressure on them to like produce yeah Bristol not only has more time but as more resources and it has a brand name which will make it much easier to get users so because it's super short I'll double it and give it a 6 but if they were let me just say this like please like indie developers please don't copy this game it's you're gonna join the long list of people who have tried to copy a supercell game and fail alright and then ignore what you want to take us on there yeah I like the current version that we're playing right now I will probably give it a 5 but I think I also want to give it a rank of 7 because I know the long improvements will come and it's also super early to really have a strong opinion where it's gonna go but I think
I think it's gonna go global eventually and I pretty sure that they they they've done their homework on on the audience that hooding going after and they probably have shot signals you know to to launch this camp I think it's deafening to go well great ok well thank you very much for your time guys I think that basically is it unless there's any concluding comments thanks a lot everyone times like you're dead Thanks [Applause] [Music] [Music]
Supercell’s Rush Wars represents a strategic attempt to bridge the gap between mid-core mobile titles and hyper-casual accessibility. By targeting an audience that overlaps with established hits like Clash of Clans and Boom Beach, the game utilizes a faster, session-based loop that removes traditional friction points such as unit retraining. Despite high production values and a polished aesthetic, the title struggles to distinguish itself, often appearing as a derivative synthesis of existing mechanics rather than a bold innovation. Industry analysts assign the game a modest score of 5 to 7 out of 10, citing a lack of long-term strategic depth as a primary barrier to sustained player engagement.
Performance metrics during the soft launch period indicate that the game faces significant challenges in both revenue generation and user acquisition. Compared to previous Supercell launches like Brawl Stars, Rush Wars exhibits lower install volumes and weaker revenue per download. The monetization model is frequently criticized for being shallow, characterized by an ineffective pre-roll gacha system and a lack of robust gold sinks. Furthermore, the progression system—centered on headquarters upgrades—fails to provide the complexity required to retain competitive players, while balancing issues often render large portions of the unit roster obsolete.
While the game offers unique elements such as defense-focused progression and team-oriented Domination modes, these features are currently insufficient to overcome the repetitive nature of the core gameplay. The reliance on time-driven mechanics and commander healing creates unnecessary friction that hinders the user experience. Although the development team has a proven history of iterating during soft launch phases, the current build faces an uphill battle to achieve the broad appeal necessary for a successful global release, particularly given the risk of cannibalizing the studio’s existing portfolio.
PocketGamer.biz · 2015