For example, completing the first 10 missions will gain you 16 gold worth $0.16.Īnd it's also true that the game's energy system can be restrictive, with each of the game's very short missions costing at least 1 of your 6 energy bars and taking 10 minutes to refill.īut for everything Frontline Commando did wrong, Unkilled has a response. It's true that it barely engages with reciprocity for its hard currency (gold), allowing you to begin the game with zero and granting only meagre rations of it for completing certain tasks and missions. Mercifully, however, Unkilled shows a little more restraint. Unkilled gates the number of consecutive play sessions with an energy system Unkilled has a lot in common with that game: an energy system, incentivised video ads, scarce hard currency, and a system by which you are locked out of levels until you sufficiently upgrade your weapons. Starting out, there were worrying parallels with Frontline Commando WW2, a game whose hyper-aggressive monetisation resulted in it being rejected in a previous entry of the IAP Inspector. So how does this Unkilled's monetisation stand up to player scrutiny? There have been a few F2P shooters on mobile, but they're not so obviously cut out for the model as strategy games and the like. It also features some of the most atrocious dialogue ever seen in games, but that's by the by when you're gunning down zombies. While that game cast you as the world's most tooled-up survivor of a zombie apocalypse, Unkilled at least explains your incredible firepower by positioning you as a soldier for a private military unit. Its backstory makes a lot more sense than Dead Trigger's, too. Incentivised ads are an imperfect yet serviceable solution to restoring energy. There are also fixed heavy weapon levels too. It's a simple virtual twin sticks for movement and camera movement combined with auto-fire when you're targetting an enemy. Madfinger's been doing this for a while, then, and from a purely mechanical standpoint this shines through.įor a touchscreen-controlled FPS, Unkilled manages to hit upon a control scheme that's less clunky than most. 2012's Dead Trigger quickly became one of its most popular games, spawning a 2013 sequel, although neither game was a natural in terms of user experience as a free-to-play experience.Īnd now we have Unkilled, a game that's technically decoupled from the Dead Trigger series but shares the same predilection for killing zombies with bullets and a solid meta-game of missions, raids and achievements. Zombies, as is their wont, just keep coming back for Czech developer Madfinger Games. This time, we're taking a look at Madfinger's zombie FPS Unkilled. The end goal is to see whether the game makes a good enough case for us to part with our cash, or whether players are content - or engaged enough - to 'freeload'. In each instalment, we consider the incentives or pressure applied to make in-app purchases, their perceived value, the expansion offered by IAPs and the overall value of the experience. Welcome back to the In-App Purchase Inspector - our regular look at free-to-play games from the consumer's perspective.
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