DeNA and Eden Industries have launched Wavefront on iOS devices. Based on the popular PC / Steam title Waveform, Wavefront challenges players to travel through space, controlling the size and shape of a wavelength to earn points. The game is the first of several PC-based Steam games DeNA will be bringing to mobile devices.
DeNA has announced the release of its newest puzzle game on iOS devices: Cupcake Carnival. The game asks players to whip up cakes and other baked goods to serve hungry customers. In each level, players are asked to tap and drag their finger across groups of matching cakes to remove them from the screen and serve them to guests. Each level has a different requirement for completion, but multiple power-ups help gamers out along the way.
DeNA has announced the launch of Pirate Bash on iOS and Android devices. Developed in partnership with Kung Fu Factory, the game offers a “full 3D adventure” set on the high seas, as players build a crew and take to battle against other pirates, including other real-world players.
Last July, DeNA launched Super Battle Tactics on iOS and Android devices. The tank battle game throws players into a television show on Tank TV, and asks them to annihilate their competition for the sake of ratings. During battle, each user’s team of tanks is represented by action bars and attack values. On each round, the tanks spin for a random number, and like a roll of the dice, this determines the amount of damage they’ll do to an enemy unit.
DeNA has launched its newest game on iOS and Android devices: Qube Kingdom. The tower defense game sees players defending the Six Kingdoms of Qubria from invaders, by placing warriors with different skills and powers on the path in front of their enemies.
Mobile game developer and publisher DeNA has announced the launch of its latest game on iOS devices, World of Thingies. Developed by DeNA Vancouver, the match-three puzzle game asks players to complete levels to collect the lost “Thingies” that were stolen by the evil Bossy Badsacks.
The game sees players traveling throughout the world of Landiland, completing fast-paced single-player boss levels, as well as multiplayer matches against other real-world opponents. In each game, players have up to three rounds to defeat their opponents, by earning more points in each timed round than the other player.
Mobile game company DeNA has announced the release of Isolani on iOS devices. The first-person-shooter takes players to the distant future, in a world controlled by robots. Players will complete missions to save fellow survivors, collecting multiple weapons and eliminating robotic enemies in the process.
DeNA and Wizards of the Coast have announced the launch of Arena at War on iOS devices. The game was first announced in May as the first ever free-to-play Dungeons & Dragons mobile title. In it, players are sent on a journey through the Forgotten Realms, as they join friends to defeat enemies and collect loot.
Editor’s note: DeNA’s Japanese RPG card battler has been a hit for the mobile-social gaming juggernaut since release. As Inside Mobile Apps previously reported, Blood Brothers’ events feature is wildly successful for the game. In a third guest post from Kevin Oke, lead designer at both Adrian Crook & Associates, a social-mobile game design consultancy, and PlayRank, a second screen startup, he analyzes the successful components of Blood Brothers from an outsider’s perspective. He previously wrote guest posts for Inside Mobile Apps which analyzed Supercell’s Clash of Clans and NimbeBit’s Nimbe Quest.
DeNA Mobage’s Blood Brothers for iOS and Android recently celebrated its one year anniversary, and is continuing to monetize very well, with an ARPU that has grown every month since release. With this milestone in mind, now seems like a good time to take a dive into the game and highlight some of the things this collectible card game (CCG) does well.
Although it’s certainly firmly rooted in the conventions of the CCG genre (“hands-off” battles, card fusion, gacha) Blood Brothers does add its own touches of innovation, as explained below.
Blood Brothers excels at player vs. player (PvP) on a number of levels, one being surfacing. Good surfacing ensures that players are not only made aware of key AEM (Acquisition, Engagement, Monetization) features and the benefits they stand to gain by using them, but also pushed towards these behaviors via smart timing and offering incentives. This is generally done through contextual dialog boxes and limited time promotions.
As PvP gameplay is traditionally a strong source of retention and monetization, it’s especially important to do surfacing well. Blood Brothers keeps PvP at the forefront of the player’s mind with random PvP battles while the player is progressing through a level. These random battles are effective in several ways:
- Surfacing of PvP gameplay to get the player interested in it and strengthen its ability to help monetize and retain players.
- Increases PvP’s effectiveness as a morale sink (morale being the rechargeable energy resource needed to engage in PvP and raid boss fights).
- Clear, simple goals and incentives (winning streaks reward the player with items) — these suck the player in, extending sessions and draining the player of their morale as they attempt to extend their win streak to hit the next reward.
Although conceptually not unique to Blood Brothers, the inclusion of “all-out attacks” (more effective than regular attacks but three-times more costly in terms of morale) and high level raid bosses that are susceptible to them further help to keep morale a precious resource and make a micro-transaction refill more tempting.
Lastly, compared to the confusing and convoluted user experience (UX) that precludes getting into a PvP match in Rage of Bahamut, there is little such friction in Blood Brothers. Opponent selection filtering options are eliminated in favor of pre-determined choices, and it’s immediately clear to the player what’s at stake with rewards, and how their deck stacks up against their potential opponents. (more…)
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