
I'm not going to brag about it, but the Snake IP itself has a natural national popularity. Who hasn't secretly played a few games under the desk? But this time MicroPai cleverly changed the core gameplay from "single player avoiding obstacles" to "real people pitting each other against each other", which is a very good move. Now the mobile game market has long passed the stage of competing for picture quality and special effects. On the contrary, this kind of casual competitive game with zero threshold for entry but extremely high upper limit is becoming more and more popular. If you look at the games on the current rankings, they are either heavy on krypton money, or they rely on operation and consciousness like "Snake Fight". The latter will live longer.
My personal observation is that the trend of mobile games in the past two years is actually quite obvious: First, fragmented time is becoming more and more important, and the exhilaration of a three-minute game is more popular than a half-hour dungeon; second, the social attribute has been infinitely amplified. Although the slogans of "groups to fight" and "girls lead the team" in this game sound a bit like the browser games of the past, it is indeed easy to get addicted when playing - watching the snake corpse on the opposite side turn into light spots all over the screen, the moment you accelerate to rush over and swallow it, it is more decompressing than drawing cards to ship goods.
Speaking of the style of painting, this game still takes the cute route. The little snake is chubby and explodes into a pile of tiny dots when it dies, which is actually a bit cute. But the real core fun is in the game: when you are chasing someone else's tail, you must also be careful of the old six who comes out from the side. The drift feel of long-pressing the accelerator button is adjusted well, but the judgment when encountering a snake head is still a bit strict. Occasionally, you will feel that you are gone without encountering it (laughs). In fact, this kind of frustration of "just missing a breath" is the key to e-sports - it makes you always want to play again.
The charging mode is 0, which is completely free, which is quite clear in the current mobile game environment. Of course, there are definitely skins and props, but at least you can become famous through skill without spending money. This is much more respectable than those games where "you will get beaten if you don't pay money". Wuhan Weipai is a company that has a lot of experience in making casual games in the past. This time it turned classic IP into a competitive direction, which can be regarded as stepping into the trend of light e-sports.
To be honest, when I look at the mobile games on my mobile phone that cost several gigabytes, and then look at the lightweight body of "Snake Fight", I feel that it represents a kind of counter-trend - not all games need to be piled up, and people can take them out and play two while waiting for the bus or waiting in line, and they can also play to make their heart beat. This is its ability. I have tried both the endless mode and the limited-time mode. The former is suitable for one person to develop silently, while the latter makes each other stumble when playing black games with friends, and I almost dropped my phone from laughing.
Old players may understand that gameplay is never based on scenes. "Snake Fight" reminds me of the days when I used a keyboard to operate black and white snakes, but now the screen is bigger, and the opponent has changed from a CPU to a living person. This kind of evolution is probably a microcosm of the development of mobile games. Finally, if the matching mechanism can be further optimized so that novice players are always blocked at the door by veterans, then this game will really be popular for a while. 🐍