Mobile games are a $50 billion dollar industry with over 2.1 billion players around the world, and both those numbers are developing each and every year. How would you serve a market that enormous? Parcels and heaps of games.
It was difficult picking the best portable rounds ever. With more than 500 new games submitted to the App Store day by day and a phenomenal accumulation of hard-earned works of art and concealed pearls effectively out there, that is a ton to swim through.
For the motivations behind our Top 25, we chose to concentrate on the most unique and imaginative encounters conceivable on cell phones. While there are outstanding special cases, we for the most part inclined away from games dependent on existing IPs and we attempted to keep it to games that initially propelled on versatile. That is mostly why PUBG and Fortnite are missing – while both are verifiably enormous games, we don’t think portable is the most ideal approach to play either.
- Fortnite Battle Royale
Fortnite is a cultural phenomenon, responsible for popularizing a new shooting-game genre and doing it in a way that has millions playing across mobile, PC and games consoles, like the Switch — you’ll see this particular game appear in several of our lists. It all started with a simple idea: survive. (Actually it started with a tower-defense-esque game where you built a fort to protect human survivors against zombies, but hey, it evolved.) Fortnite has a low barrier to entry (it’s free!), and the sheer momentum behind the fact that everyone is playing it makes resistance futile. Parachute into the field, grab supplies, guns and ammo, build some defensive protections if you like and make it to the end. Sounds simple, but the best game ideas are. PUBG, Apex and the rest have a tough fight on their hands.
- Monument Valley
Both Monument Valley and Monument Valley 2 deserve a spot on this list. The casual puzzle games have a unique and truly jaw-dropping art style inspired by Dutch graphic artist Maurits Cornelis (M.C.) Escher. The visuals are also tied to the gameplay, which revolves around twisting and turning geometrically-impossible structures. It’s a clever concept that slowly ramps up in difficulty with a subtle, dialog-free storyline and soothing soundtrack by Stafford Bawler, Obfusc, and Grigori. You can complete each game in a single sitting — perfect for a long train ride or evening tucked up in bed.
- Pocket City
Pocket City is probably best described as a pared-back SimCity 2000, with the same basic power/water system and residential/commercial/industrial zone balancing. Some of the simulation is discarded or simplified, but you’ll still be managing crime, traffic, pollution, education and the like, building out your city to fill a fairly gargantuan map.
In a different timeline, we’d probably be slamming Pocket City as a blatant rip-off. But EA has treated its series so poorly that this game — which has an up-front cost of $4 but no micro-transactions or ads — feels necessary. If Cities: Skylines represents what EA should’ve done with the SimCity series, Pocket City is exactly what a mobile version of the classic city-building game should be.
- 80 Days
80 Days is an interactive fiction (think Choose Your Own Adventure) game based on the Jules Verne novel Around the World in Eighty Days. You play as Phileas Fogg’s faithful servant, tasked with aiding your master on a journey from London to… London. This is not the Victorian world of the original book, though: The game starts with an underwater train journey from London to Paris, and following that you’ll ride all manner of Steampunk-inspired creations as you attempt to circumnavigate the globe.
Of course, you’ll be making decisions along the way. With limited funds and baggage space, every decision is difficult: Should you pay a hefty fee to take an earlier train? Should you sell your coat to make space for a timetable? Do you talk to the train guard to get more information, or tend to your master’s beard? The sheer number of choices would be overwhelming, were it not for the game’s superb writing, and its imminent replayability: There’s no such thing as a perfect journey, and with almost 750,000 words written for the game, you could play 80 Days eighty times and never have the same experience.