
I just tried this "Chainsaw Brawl: Super Mecha". The developer is Shenzhen Kesheng Network Technology. It is classified as an io casual brawl with a vertical screen. The core is to control the mecha chariot to crush the enemies in the brawl and get rewards for modification. I played it for about three hours and talked about why it has not become popular from the four dimensions of graphics/gameplay/money/social interaction, and even has a somewhat "cold" trend.
Let's talk about the picture first. The vertical version has a simple style, and the mecha shape is somewhat distinctive, but the overall UI texture is rough, like the level of mobile games five or six years ago, the color scheme is gaudy, and there are few dynamic special effects. Compared with io games of the same period such as "Barbarian Wars" or "Ball Wars", the visual impact is obviously not enough, and it is difficult to retain people at first glance. For today's players, if the picture is not up to par, it is easy to be dismissed directly.
The gameplay is more traditional in the IO genre: control the tank to hit people and pick up props in a closed scene, and survive in the end. A mecha modification system has been added, allowing you to change weapons and appearance, improving combat effectiveness. It is indeed a bit refreshing to play in the early stage, but the core operation is too simple, which is steering + impact. There is no skill combination and no terrain interaction. After playing for half an hour, it feels very repetitive. For io games to become popular, they often need a magical experience of "the first few minutes", but this one did not achieve that.
The krypton gold is basically zero, and the paid mode shows 0. I did not find any in-app purchases after playing. All modified props are obtained through battle drops. This is quite conscientious and does not force money, but it also means that manufacturers have no motivation to update content or organize activities, and subsequent operations will most likely be very Buddhist. Without the support of new events, new skins, and season passes, players will naturally lose out when they get tired of playing.
Sociability is weak. io games often rely on friends to play black games, real-time voice chat, and family systems to attract and retain players. This game basically only has anonymous matching, and it is troublesome to even add friends, let alone form a team. There is no social stickiness, it is purely a stand-alone brawl. You will quit after one round, and there will be no urge to "play one more round".
Overall score: 6 points for graphics, 6.5 points for gameplay, 9 points for gold (free and no pitfalls), and 4 points for social interaction. Taken together, it is a medium-quality io sketch that is free, cost-free, casual, and suitable for fishing in fragmented time, but it lacks the core mechanism and social motivation to make people addicted to it for a long time. It did not become popular because it failed to surpass similar competing products in the two key points of "fun" and "good-looking"; and it did not completely cool down because the free and no-krypton setting attracted a small number of light players. If the skill system, map mechanisms, season challenges and social functions can be added in the future, it may be able to be salvaged, but in its current state, it can only be regarded as an inconspicuous io and unpopular choice.