illusion of skill at the end of the day, but still the player can gain additional moves during gameplay which will enhance the experience. He doesn't just sit down and watch what's happening on the screen but interacts with the game and makes decisions that have an effect. In-game, the player can collect items and trade those for buffs and various gear.
Tere's nothing different from this mechanic to a progressive jackpot where you're playing the game, a pot continuously fills up and at some point, it will hit. Tat feeling of anticipation is what we're trying to create. Collect this amount, you can do X, or don't spend them, collect more, then you can get Y. You must play the game to get these items, but the skill card becomes your choice. Are you going to go for the first level or continue and go for the second one or continue further and go for the third level.
Portal Master was one of our first attempts at this sort of mechanic. Over the last couple of years, we've been developing and building on top of it to release something that's a bit better in terms of math and gameplay. Near the year's end we will also be releasing a product that
As a gamer myself, I just want to create something that is interesting and I personally would love to play, even though, I'll be honest, whenever I go to a land-based casino, and I see one of those beautiful progressive jackpot games I sit on that machine and play it. But the only thing that land-based has innovated on in recent years is curved screens.
How does this influence the development roadmap - that truly innovative games are likely going to be outperformed by the classics?
Te reason we make these innovative, unique titles is to see what hits with a younger generation. But the issue with the younger generation is that they don't know what they want. However, it's also a way to sell ourselves. We're doing these crazy things, but if at some point we make a crazy unique game that is going to hit with that generation it's worth it. We're trying to find that gem, but nobody has found it yet. We will be producing at least three of these innovative titles with the hope we do and for the record when I'm talking about innovative, I mean, really, bonkers mechanics.
There are only so many variations of a plane or rocket you can
create. Where is the innovation? Make a submarine and have it go down? What we're seeing with crash titles coming to market is essentially the same game repeatedly. It's like Megaways back when the mechanic was created. They were huge, everybody was talking about them, then the industry moved on and new mechanics were created.
takes inspiration from mobile gaming titles. Te primary purpose is to see if such a game is going to be a hit or not, because our experience is likely the latter. Players are still drawn towards playing fruit and Egyptian themed games.
Are those game types Mancala's most successful?
Tere are two answers to this question - what games have been financially beneficial and what's been beneficial to the brand. You're correct insofar as our highest grossing titles are those you'd expect - progressives, fruits and Book Of games. Te only addition that I would mention there is Eternal Dynasty, which has a unique mechanic to anything else, but that has stabilised itself as one of the top games we have.
From a brand recognition and marketing aspect, then I'd say Te Last quack, Portal Master - titles that are strange, unique, and different which catch the eye of operators. But that doesn't necessarily mean the player will be interested. You also take into consideration which markets we're talking about because in some place’s fruits are just fruits - that's what they play. Other markets have players that look for more interesting mechanics don't play a game developed in Japan if you have epilepsy. Tey're insane and no-one can possibly have a clue what's going on.
Ten we have what I'd describe as the middle grade - still innovative, but not crazy new - then the simplistic run of the mill classics, simplistic, run of the mill titles. It's really a mix for us. Compared to 2023, our production is going to be increased at least by double, hopefully triple.
What will Mancala Gaming be showcasing at ICE?
It will be a tower game, named Epic Tower. So, the concept of the title is that there are, I believe, 33 levels of the tower that you can build, and these levels are built based on the combinations that you hit. Each combination hit will give you a certain number of levels. Within that level, you have another certain combination to reach, and this will increase and increase.
Until, of course, you get to the top, which is the bonus level. Tere's a bit more to it, but this is in layman's terms to explain. Te great thing about this game is the exclusive innovation behind the mechanics. It is built in a way that the players will feel like they have an amazing chance at creating opportunities to win big.
From the massive multipliers with each level, to collectible Scatters and the lucrative Bonus Game - the anticipation and immersiveness in this game is truly amazing. I am excited to see how this one does in the market.
NEWSWIRE / INTERACTIVE / MARKET DATA P175
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