
Who would have thought that organizing a backpack could become a game? In March this year, the indie game Backpack Battles on Steam quickly gained popularity with its unique "backpack organization + build matching" gameplay, selling over 100,000 copies in just two days. This success sparked lively discussions among players about space management and strategic combinations, bringing fresh inspiration to the casual gaming market.
However, not all attempts have been successful. Voodoo's Bag Fight , a product blending "slime-like" and backpack organization elements, failed to make waves in overseas markets. In stark contrast, the domestic market saw the emergence of a dark horse— Garden Assault . This WeChat mini-game, which combines TD tower defense, rogue-like, and merge mechanics, surged to fourth place on the WeChat mini-game rankings in May, creating a new niche in the IAA (in-app advertising) mini-game sector and giving rise to the "Garden-like" genre.
Recently, another IAA product, Can't Catch Me , topped the Douyin mini-game new releases chart, drawing industry attention once again. While it falls under the "Garden-like" category, a deeper dive reveals bold innovations that differentiate it from Garden Assault , aligning more closely with the recently popular mutated version of Plants vs. Zombies . This article will analyze the success of Can't Catch Me and explore its underlying appeal.
Evolution from "Backpack-like" to "Garden-like"
Developed by Changsha Youpin, a company specializing in mini-game projects, Can't Catch Me builds on the studio's track record of hits like Survival Simulator , Attack of Chinese Characters , Storage Story , and I'll Raise You , which achieved a 7-day ROI of 3.8. This experience laid a solid foundation for Can't Catch Me .
The game's standout features include its distinctive art style, strategic build mechanics, engaging merge and collection systems, and a robust progression system both in and out of gameplay.
Quirky Aesthetics: Capturing Attention at First Glance
Can't Catch Me adopts a "ugly-cute" art style where initial fruit designs appear normal but transform into bizarre forms after merging, reminiscent of the mutated Plants vs. Zombies . This approach effectively piques player curiosity while maintaining charm through gradual evolution—for example, the "Banana Shooter" becomes increasingly anthropomorphic with each upgrade.
Gameplay Fusion: TD, Merging, and Rogue-like Mechanics
The game combines TD tower defense, merge mechanics, rogue-like elements, backpack organization, and card-based progression akin to Merge Heroes . Backpack management is central, with players arranging fruits in a grid that expands from 3x3 to 5x7. Merge mechanics allow upgrading fruits, while "hybridization" introduces unique builds (e.g., combining bananas and poison mushrooms to create a "Poison Banana Shooter"). Buff interactions between fruits add strategic depth.
With fewer than 20 fruit types and simplified buff systems compared to Backpack Battles , the game prioritizes accessibility while maintaining engagement through rogue-like randomization and progression loops.
IAA Monetization: A Double-Edged Sword?
While hybrid games like Merge Heroes (earning over $9.59 million on iOS) demonstrate the viability of in-app purchases (IAP), Can't Catch Me relies solely on ads. Ad placements appear frequently—offering grid expansions, high-tier fruits, buff refreshes, and revives—but risk disrupting gameplay. By Chapter 3, players may watch 10+ ads per level, potentially impacting long-term retention.
The Global Struggle of "Backpack-like" Games
Internationally, attempts to blend backpack mechanics with other genres—such as Warriors Merge (merge + combat), Bag Fight (slime-like), or Rucksack Rumble (rogue-like)—have struggled due to flawed design, weak monetization, or poor UI. For instance, Rucksack Rumble 's cluttered vertical layout contributed to its meager $100 revenue after launch.
Notable exceptions include Playrix's Bag Hero , which innovatively integrates dungeon crawling with backpack upgrades, and Alien Hunter , where backpack management serves as an intermission between auto-shooting stages.
Conclusion: Innovation as the Key to Growth
With the mini-game market projected to reach $4–5 billion, competition in established genres like "target-like" or "loot box" games is intensifying. "Backpack-like" games, as a nascent category, offer untapped potential—especially given China's strength in mini-game innovation ( Garden Assault , Fat Goose Gym ). Success will hinge on refining fusion mechanics and balancing monetization without compromising player experience.