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The Rise of Hybridization in Mobile Games: How Developers are Genre Mashing Their Way to Success

Game Refinery

In the past, hybridization was mainly seen in 4X strategy games that merged with puzzle and idle RPG mechanics , but in recent months this phenomenon has spread to titles of all shapes and sizes across the market – not just the hybrid-casual genre. Mechanically, the mode is relatively similar to Blizzard’s Hearthstone.

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Game-Changing Storytelling: How To Integrate Narrative Elements in Mobile Games

Game Refinery

To put you on the right track, we’ve taken a deep dive into four games that have delivered innovative storytelling in four subgenres: Merge Puzzle from the Casual category, and MMORPG, Action RPG, and 4X Strategy from the Mid-core category. Despite the dark setting of the story, dialogue is peppered with humor.

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Stumble Guys vs. Eggy Party: Which Fall Guys Clone Is the King of Mobile?

Game Refinery

When a game with a unique style and appearance becomes a hit, it doesn’t take long for new games to emerge, hoping to emulate that success by using the same gameplay mechanics, visual style and features. You’d be forgiven for mistaking Stumble Guys for Fall Guys. Tournament options in Stumble Guys.

Mobile 130
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Mini compendium of indie games

Played with Fire

As game fans, we can choose from both big AAA productions and less known (but not always) indie productions. Although they are often devoid of loud releases from the AAA sector, they still gain unflagging popularity. Many players are already bored with the secondary nature of AAA games and the lack of innovative ideas.

Indy 52
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Final Fantasy 7 Rebirth Review

Keith Burgun

These kinds of games are really “stuff reliant” – new characters, abilities, mechanics, loot, story events, monsters, etc need to be fed into the system at a good pace to continue being fun. I really wish big AAA game developers would stop stretching everything as thin as possible. But still, it’s super fun.

Fantasy 105
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Escape From Hadrian’s Wall with Jim Gray

Game Dev Unchained

On the other, you have studios that are pushing the boundaries of what’s technically possible in AAA game development. He spoke about the early iterations of the game, where the mechanics of the Elemental Golem Card Puzzles were first tested, and how player feedback played a crucial role in refining the gameplay.

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Escape From Hadrian’s Wall with Jim Gray

Game Dev Unchained

On the other, you have studios that are pushing the boundaries of what’s technically possible in AAA game development. He spoke about the early iterations of the game, where the mechanics of the Elemental Golem Card Puzzles were first tested, and how player feedback played a crucial role in refining the gameplay.