I Just Want Players to Save Money, They Insist on Giving Me! -
Chapter 500 - 167: Maxed Out Pressure! Drenched in Sweat! How Can I Not Catch a Single Game Exclusive to You?_2
Chapter 500: Chapter 167: Maxed Out Pressure! Drenched in Sweat! How Can I Not Catch a Single Game Exclusive to You?_2
Not long after his words fell,
the large screen quickly showed a live gameplay demonstration.
Since the core selling point of a card battle game is the game itself, CG can’t properly showcase the highlights of the game.
The top player was also smart, opting to play to the strengths and avoid weaknesses by reducing the trailer’s CG and jumping straight into a combat montage between two different classes.
In the footage, the warrior class’s card deck was mainly red cards, supplemented by some white universal cards.
At the start of each turn, draw 5 cards; any cards played or not played within the turn would be discarded, and 5 new cards would be drawn from the draw pile next turn.
When the draw pile runs out, all cards in the discard pile are reshuffled into the draw pile, starting a new cycle.
At the start of each turn, players have 3 energy points to allocate.
Most card costs hover in the 0 to 3 point range, allowing players to decide how they want to combine their plays.
"I quite like this setup," Zhang Heng said, sharing his views alongside the live demo footage. "Lowering the cost cap cuts down on players’ calculation time. Some card games go up to ten or even twenty and thirty costs per turn, which is too much to calculate and gives me a headache."
This instantly resonated with a segment of the viewers.
"Indeed, when I saw the 3-point energy cap, I was immediately impressed."
"Finding the simplest way to enjoy the game is always a player’s lifelong pursuit. I can’t handle it if it’s too hardcore."
As the live demonstration progressed, more content and gameplay were revealed.
In the game, defeating an enemy allows you to receive a ’new card addition’ reward at the end of the battle.
The reward is to choose one out of three cards to add to your deck.
Apart from this, there are two other elements: relics and potions.
Relics can change some of the underlying logic of the gameplay.
For example, ’Nunchaku’ enables the player to gain 1 extra energy point for every 10 attack cards played, increasing the margin of error against the enemy.
’The Art of War by Sun Tzu’, on the contrary, offers an extra energy point for the next turn if no attack cards were played during a turn.
There are also relics that improve card draw efficiency, relics that increase health limits, and status relics that apply debuffs to the enemy or buffs to oneself.
The vast majority of relics influence the entire game experience and can even change the entire game plan and strategy.
Potions, meanwhile, are instant-use items that alleviate player pressure during a single match.
The edited live gameplay footage easily demonstrated the warrior class’s focus on high attack, high armor, and burning health to exchange for strength/energy.
As the live demonstration went deeper, players would find
that this focus isn’t the same in every game; it’s more like a core theme.
It’s as if the designers are telling players, "I’ve prepared so many things here for you, but how you combine them is entirely up to your preference. I won’t interfere; you play however you want."
If players want to play a strength-focused warrior (+1 strength means +1 attack power; if 3-damage attack * 3 hits equals 9 damage, strength +1 would make it 4-damage attack * 3 hits for 12 damage),
then cards like "Rupture: Increase strength by 1 for each hit taken," "Ignite: +2 strength," "Observing Weak Points: +3 strength after foreseeing enemy’s plan," "Breakthrough the Limit: Doubles current strength value," and other strength-based cards provide ample building space for players.
If players want to play a defensive warrior,
then a combination like "Barricade: Armor no longer disappears at the end of a turn" + "Consolidation: Doubles current block value" + "Full Body Collision: Deals individual damage to the enemy based on current block value" can be a very good choice. In theory, it allows players to accumulate a high amount of armor, so they can sit back with a Coke and a cigarette, watching the enemy’s ticklish attacks and feeling an immense sense of achievement and security.
These positions are all decided by the players throughout the game.
After each monster defeat, players can try to construct their ideal deck by choosing one out of three random cards.
When it comes to the hunter class, the core focus shifts to Poisoning, throwing knives, and card cycling.
Applying poison buffs to the enemy can cause them to lose health every turn based on the number of poison stacks. Each stack equals -1 HP.
"Deadly Poison: Inflict 5 stacks of poison" + "Catalyst: Triple the enemy’s poison stacks" + "Corpse Explosion Technique: Deal damage to all enemies on the field equal to their maximum health upon death of the target," a series of poison cards combined can cause considerable damage whether by dragging out the rounds or detonating the poison instantly.
The knife-throwing hunter revolves around "Blade Dance: Add 3 small knives with 0 cost and 4 damage to player’s hand" as its core, increasing the damage and number of knives by pairing with the accompanying card set, grinding the enemy to death in a brutal but beautifully cruel manner within one turn.
Perhaps due to time constraints, the top player did not allocate much time for Slaughter Spire at this conference.
Only a few systems of the dual classes were displayed, and the live demonstration ended in less than 10 minutes.
But the response Slaughter Spire received was not small by any means.
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