Spaceship Battles–simple PVP with AI controlled space ships

I have been playing this game for several months off and on.  I was looking for a construction game that I could explore and this fit the need.  It doesn’t have a huge play time requirement.  Your main core game loop can be completed within 5 mins.  But the builder aspect of configuring the ships, and changing out components can keep you in the game for an hour if you want.  For someone who spends a lot of time in airports and sitting in Ubers this has been a great quick session game for me on the go.

Research Tree

This was how I originally found the game.  I was looking at research trees in F2P games and this was recommended at a game jam as a system that looked easy to implement, and had good depth.  I agree.

Watch the video to see what I mean.


Easy to pickup, layered complexity

This has several great free to play elements in it, but perhaps the best is the come for a minute and stay as long as you like.  The ships are simple, the space to build them out is simple, and the PVP is simple.  All aspects of the game are easy to get into, and quick to get up and playing.

You can go much deeper in trying to optimize builds, and figuring out which ship performs well in each bracket.  That extra depth adds just enough to keep you coming back for more.

One More Brick adds more complex game design to this genre

One More Brick was suggested to me by a YouTube viewer.  I have quite a collection of these almost by accident.  I am starting to think this series will be a good example of game design progression within a genre.


This game really impressed me for the polish and attention to detail across the board. 

The power-ups and randomizer in the game are really well done.  Watch the video for my full breakdown.


Clear the level?  Get a checkpoint

This is honestly the coolest feature.  I have said it in multiple reviews of these games.  When a player clears the entire screen, give them a payoff!  It is hard to do, and should be a big deal.

One More Brick does this really well.  They give you a checkpoint in the game.  Your next play will start at that level!  How cool is that?  Once you have started at that level the checkpoint is cleared, but this is a HUGE encouragement for the player to try to clear the level.

Charming Runes is a very polished block breaker

Charming Runes by Mighty Games is a very well polished implementation of what I am calling the Block Breaker Genre.  They are all very similar clones of each other, but this one is unique.    If you have played Ballz or BB-TAN you should check this one out as well.

Polish makes the difference

All of these games have a similar mechanic.  Throw something at blocks and break them.  Acquire most of the something to throw, and go up in levels while the blocks come down after every round.

Charming Runes has power ups, and a score system that adds excitement through multipliers and rewards for making longer lasting shots. Add in their achievement mechanic, and this the best of this genre that I have seen.

Energy Mechanic too stingy

My one complaint is that the energy mechanic is too stingy.  I really like games that have a 5-15 minute session length.  But if the player has NOTHING to do when they run out of energy other than pay you money, that feels like a stingy paywall.  The player will leave and go elsewhere.

Ads not all rewarded video

The other negative to me is that the game will throw up a video add after sessions where you watched an ad for a reward.  You might have gotten a second chance to continue for an ad.  Then they interrupt your game with an ad for no reward.  That feels like a session breaker to me.  I have no more turns and you just made me watch an ad?  Bye Bye

Selling Premium – without being too pushy

Charming Runes sells you without being pushyThis is an area they did really well.  The pushing of power ups and rewards doesn’t feel like spam.  It is well integrated into the end of a game loop.  I felt like I would consider them, but didn’t have to use them.  Until you run out of energy of course.  20 minutes to regain one heart and then trying to sell them for $4.99 felt steep to me.  Even at $0.99 for a single 15-20 game session feels way to steep.  I always feel you need to make players think they are only paying a few dollars an HOUR for premium add ons.  Anything more feels expensive.