

If you don’t even want to bother with choosing when to trigger, you can tap the “AUTO” button to auto-trigger these attacks. All heroes attack automatically, with the only input needed being to choose if/when to trigger their special attack. Similar to Heroes Charge (and DOTA Legends, Lilith’s original game) - the battle is automated and fast. The Core Battle is simple and requires very little input. The game has auto-battling, fast initial progression, and has some automated economies - but this game’s business model and retention curve is all built around common turn-based-RPG tropes we’ve analyzed in the past.

Yet misleading marketing aside, the game only has a sprinkle of Idle elements in it. The ads even try to look exactly like an idle game. “AFK” and its branding focuses around an Idle RPG game like Tap Titans or Nonstop Knight. How AFK Arena is marketed and played is very different, however. Note that I didn’t mention Tap Titans or Nonstop Knight - don’t be fooled - this isn’t an Idle game.
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(See our full breakdown of the RPG category: These Three RPG Categories Will Grow Further). Similar to Heroes Charge, Puzzles and Dragons, Empires and Puzzles, Idle Heroes, Star Wars Galaxy of Heroes, Legendary, and Marvel Strike Force. This deconstruction is written by: Michail Katkoff, Adam Telfer, Florian Ziegler & Alexandre McmillanĪFK Arena is a best in class turn-based-RPG, which builds upon the standard best practices of the genre while innovating lightly in the core gameplay and core loop. You see, all of us were giant fans of this game and thus we decided to divide and conquer the deconstruction of one of the favourite games of 2019. This deconstruction will dive deeper into the individual systems, with a slightly different spin than ever before on Deconstructor of Fun.

Smart choices to core gameplay design and progression to feel different yet last longer AFK Arena shows their strengths with:īest in class gacha-set design and progression systemsĪ faster progression curve to the late game retention features Lilith has gradually grown to be a dominant F2P developer globally, and one which developers should take note. Little less than a year later, in April 2019 Lilith globally launched AFK Arena going three-for-three in three years. In May 2017 Lilith launched its first strategy game, Art of Conquest and followed it with a second smash hit of a strategy game, Rise of Kingdoms (which deserves its own deconstruct) in July of 2018. Founded in 2013 in Shanghai, they’ve been focused on F2P RPG games like Soul Hunters (Previously called DOTA Legend, cloned by uCool to create Heroes Charge, until Blizzard stopped them). Lilith is a company you may be familiar with. The shakeups on the AppStore are increasingly likely to be from China over the US. Many of the new games that are gaining ground are coming from developers like Lilith, Firecraft Studios (Matchington Mansion), FunPlus (King of Avalon, Guns of Glory) and IGG (Lords Mobile). What’s driving this trend is looking at the changes that are happening in the Top Grossing charts. This may seem small, but it has been a slowly growing trend which was mostly dominated by domestic developers.
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Yet something has changed in the last years as mobile free to play has matured and become global.Īccording to AppAnnie revenue estimates for 2018, within the US, 20% of revenue is coming from China and Japan, on the rise. This has gone on for decades, with the two groups being influenced by each other, yet struggling to operate their games successfully across this cultural divide. However there is a persistent stigma: Asian developers struggle in the West and Western developers struggle in Asia. Asia is one of the most influential and consequential geos in a game’s overall global success.
