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Mobile game design is mostly dead.

Anton Slashcev

Mobile game design is mostly dead.

90% of game design tasks today are “copy this from Royal Match”.

Sorry, but that’s NOT game design.
At best, it’s reverse engineering.
(at worst – it’s theft).

And look, I get it.
Studying competitors is smart.
Understanding why a mechanic works? Even smarter.

But copying blindly?
That kills innovation.
And it ignores the most important question:

𝗪𝗵𝗮𝘁’𝘀 𝗯𝗲𝘀𝘁 𝗳𝗼𝗿 𝘁𝗵𝗲 𝗽𝗹𝗮𝘆𝗲𝗿?

Great game design starts with the player experience.
Not with a top-grossing chart.

Yes, sometimes the best solution looks similar to what’s already out there.
But sometimes it means doing the complete opposite.

If your entire strategy is low-budget imitation,
you’ll always be behind the games you’re copying.

Want proof?
Look at Royal Match.

• They’re not winning because they copy others.
• They’re winning because they can’t.
• There’s no one to follow – so they experiment.
• They build. They try. They *invent*.

And that’s what sets them apart.

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