"The glory of the king" is a strategy game with relatively high playability on IOS system. Regardless of the screen sound effect, game and other aspects, this work is done well. Coupled with the free signboard, it's naturally a big fire in Apple's app store for a while, attracting players who like strategy games to rush to download.
Generally speaking, this is an interesting mobile strategy game. From all aspects of the details of the game, we can see that Korean people have excellent game design thinking. However, this game is not perfect, there are quite a lot of bugs, not only the problem of pop-up desktop can not be solved, but also the problem of all the soldier teams' routes and combat AI. What's more, on the edge of the battlefield, there is a dead corner of attack. We can see the arrow rain from the enemy archers, but we can't see the archers standing on the edge of the screen, while our soldiers can only stand on one side in a hurry.
At the beginning of the game, the difficulty is low, and soldiers can be rebuilt when they die. But after the first stage of the game, the number of soldiers that can be produced each time is very limited. It's hard to imagine that you can beat several times the forces relying on the wall defense with the default five teams in your hands, unless your command level is extremely high and your luck is excellent. If you want to bring more soldiers, you can only use paid gems. And this is the profit point of this mobile game, so that you can hardly play without charging money.
For players, it's natural that they can't bear to use precious RMB in free mobile games. It's really uncomfortable for many players to "force" players to pay in a sudden and difficult way. Different from botany vs zombie 2, which is also a mobile platform game, the latter can at least overcome the difficulty through the investment of time and the improvement of players' operation skills, and gradually achieve the effect of paying players. But this work has set the difficulty of the game so high, and the intention of charging is so obvious and straightforward. If you pay the fee, you have to make the player feel that it's worth the money. If you don't want to pay, you can also complete the task of the game by working hard and spending more time. This is my attitude towards charging for mobile games, and this game is obviously contrary to this.