A design intensified by the fact thatĪttacks from other players can come only from single direction.īattle design also restricts creative home base design, as the HQ is the only building players needs to Loses his troops and doesn’t get any loot in return. Situation where failed attacks result in purely negative consequence as a player So, instead of tower defense, the battleĪctually follows game design of capture-the-flag games. The main issue with the game’s battle is that the only way But, despite looking and feeling great, theĭesign for battle is actually the most troublesome element of the game leading to many unexpected issues. Unlike in Clash of Clans, attacking doesn’t consume your deployed troops unless They give players justĮnough control to make the battle tactical, but keep the gameplay at largeĮnough scale so players don’t need to micromanage the battle. Personally I love Boom Beach’s battle mechanics.
Finally I will discuss opportunities, which Boom Beach has not yet seized. As the game is still in soft launch phase during writing of this post, I'll also pay attention to elements in the game that will most likely be addressed before global launch. In this post I will deconstruct the game and pointing out the key core differences between Clash of Clans and Boom Beach. But despite several similarities at the core Boom Beach is a very unique game, which creates some unique hurdles. In many blogs and posts Boom Beach has been mistakenlyĭescribed as Supercell’s own Clash of Clans clone. , company’s likely new global title has been crushing it in the Canadian App Store for 2 months now and its safe to say that fans and the game industry are waiting for the game’s global launch. It’s been well over a year since Supercell last launched a game globally.