Clash Royale
Brilliant design, ruined at the edges by a card-levelling system that sells power directly.
Supercell's best-feeling game — a top-down arena brawler with more modes than most console shooters.
Brawl Stars is the best-feeling game Supercell has made. The twin-stick controls on a touchscreen are responsive in a way that should not be possible, aiming has a satisfying weight, and every brawler's attack pattern is distinct enough to change how you move. For a free mobile game, the moment-to-moment craft is exceptional.
The mode variety carries it further than its peers. Gem Grab is a contested-objective control game. Brawl Ball is football with guns. Heist is attack-defence. Showdown is a compressed battle royale. Each demands different brawlers and different positioning, and the rotation keeps a three-minute game from calcifying.
For years the progression was the game's biggest weakness: brawlers came from randomised boxes, and star powers — significant passive upgrades — came from the same lottery. Supercell's 2024 overhaul replaced much of that with deterministic progression and a more generous free track, and the response was a substantial resurgence in both players and revenue. It is a rare case of a publisher being rewarded for making a system fairer.
It is still not neutral. Brawler levels and gadget access affect outcomes, and paying accelerates all of it. But the gap between a free player and a paying one is narrower here than in Clash Royale, and the underlying game is more fun to play. Of Supercell's catalogue, this is the one to install.
Brilliant design, ruined at the edges by a card-levelling system that sells power directly.
A perfect design executed almost perfectly, with a skill ceiling that has not been found yet.
Superb character design and gunfeel, undercut by broken promises and a monetisation model built on the ashes of a better one.