What can we learn from mobile games that can be applied to Mecromage?
I’ve always disliked mobile games for the following reasons:
- Touch controls are horrible for all action games
- Games that are free to download and peppered with ads and micro-transactions are designed around the worst impulses of both the consumer and the developer.
- Games designed to be played in an environment where half or less of the player’s attention is on the game wreck pacing and thrive on shallowness.
I feel empty and cold when I browse an app store. Look at this huge market, where virtually none of the games appeal to me. The experience is not unlike visiting a run-down carnival where half the rides are broken, and the ones that work are either kiddie ferris wheels or caked with what I can only assume is “borrowed” clip art.
Fear not, my fellow nes Castlevania and Zelda lovers: Mecromage remains untainted by mobile madness! In fact, it’s safe to say mobile gaming is, for us, a reminder for what not to do. Mecromage requires dexterity and assumes the player enjoys a challenge. There’s a big chance you’ll have to use more than 2% of your brain, and you may experience this thing called……fun? When the mobile space beckons while playing a tawdry siren song, we drown it out with metal and run to the friendly allies called “PC” and “Console.”
We’re preparing an exciting adventure for everyone, just kindly leave your smartphones behind…
But without micro transactions, how will I be able to keep playing after I lose my allotted lives for the day?!
Just kdding – Good post…thanks for keeping it real.
Thanks for following! Believe it or not, there will be no magic crystals (only 0.99c in the App Store!) to speed up the time in between games. You won’t even have to insert quarter(s). 🙂