I Just Want Players to Save Money, They Insist on Giving Me!
Chapter 551 - 177: Three Textbook-Level Works!_6

Chapter 551: Chapter 177: Three Textbook-Level Works!_6

However, when it came to selecting the games, Ke Jin hesitated for a moment.

Although there were countless great games.

there were not many that could serve as a textbook, instantly enlightening people and clearly illustrating the main points.

Take the Ori series, for example.

This game is akin to Galaxy Castlevania, combining sidescrolling levels with platform jumping.

In terms of musical and artistic style, it can be considered the pinnacle of 2D sidescrollers, one of the few able to compete with Hollow Knight.

But to use it as a textbook?

That wouldn’t work...

A large part of Ori’s bonus points come exactly from its music and artwork.

One month’s time, and you expect these designers to produce art and music on par with Ori?

That’s just bullshitting...

After quickly reviewing the vast array of games he had played in his past life.

Ke Jin’s gaze sharpened, and he finally settled on three titles.

Platform Jump.

This theme isn’t fresh anymore, so the focus should be on original ideas, allowing designers to better concentrate on ’how to create interesting platforms’.

Therefore, Ke Jin’s choice was a niche and somewhat obscure title—Space-time Illusion.

Sidescrolling Levels.

After much thought, Ke Jin chose a game with moderate difficulty—Death Cells.

Although Death Cells also had a hint of roguelike elements, decision-making and randomness did not greatly influence the overall game.

What’s more critical is the player’s skill and sense of rhythm.

And as for the roguelike aspect...

Well, it’s time to acknowledge the progenitor who truly popularized the roguelike genre.

The Binding of Isaac!

If Slaughter Spire is the progenitor of the roguelike deck-builder subgenre.

Then Isaac can be regarded as the game that brought the entire roguelike genre from obscurity to the forefront of the gaming community.

Its roguelike gameplay perfectly blends ’choice’ with ’randomness’.

It’s the kind of game where players can recognize at a glance, ’Yo, this is roguelike!’

And in terms of replayability, it offers a great deal of flexibility.

After establishing the three new textbooks, Ke Jin’s thought process was very clear.

These three games were only to be used as textbooks for public display and not to participate in the competition.

They would not be featured on the main players’ official website, nor would they be available to players for the time being.

All possible channels where players could spend money were to be locked down.

I’m not releasing games, so it’s reasonable not to set a price for them, right?

With no game price, players can’t make a purchase, so how can they spend?

Yes, the plan is still perfect, not affecting Mr. Ke’s performance in the slightest!

In the following days, Ke Jin provided the design plans for the three games, to be co-produced by the main player and Oasis.

Since none of the three games were very large, and their art style was pixel-based.

They could be completed rather quickly.

In the hands of two companies with extensive design experience, Ke Jin estimated that they could be finished within a week.

During this week, it also served as the last chance for this batch of designers.

To see if they were truly holding back something incredible or simply full of abstract nonsense.

————

Hope Flute.

Game Design Trilogy.

Hope Flute, which has never been highly regarded by the parent company Blue Ocean Paradise, mainly focuses on building and maintaining game platforms.

Kate, currently the game director of Trilogy, was having a pretty smooth tenure.

Last year, she led her team to complete a racing game that sold reasonably well among European and American players.

The sales weren’t massive, only about 5 million copies to date.

At a price of $499, it garnered just two or three billion dollars.

And she only received the Best Employee of the Year award.

Nothing much to brag about.

At this moment, riding high on success, Kate was busy picking out a posh and atmospheric restaurant for her new beau and had even pre-planned the positions for later that evening.

Then a call from Hope Flute’s executives utterly furrowed Kate’s brow.

Those damn executives were actually making her participate in a game designers’ competition in the East Asia gaming circle?

"Shit! Are you serious?" Kate expressed her dissatisfaction directly over the phone.

"A designers’ competition? My God, I swear even my three-year-old nephew wouldn’t be interested in that crap."

"And what even is the East Asia gaming circle? Some backwater gaming community? What kind of good games could possibly come from there? Why should I bother with this? I don’t understand."

Regardless of how indignant Kate was.

Those cold-hearted capitalists wouldn’t care about any of her emotional complaints.

The phone reiterated the same few words repeatedly.

Follow orders, take first place.

And they demanded that she start preparing the game for competition immediately.

"Okokok."

"Isn’t going there and taking first place as easy as dominating my girl’s ass? Just make sure you approve a month’s vacation for me afterward so that I can really ’take care’ of my girl." Choosing to obey orders, Kate shrugged and said with a relaxed laugh.

Tip: You can use left, right keyboard keys to browse between chapters.Tap the middle of the screen to reveal Reading Options.

If you find any errors (non-standard content, ads redirect, broken links, etc..), Please let us know so we can fix it as soon as possible.

Report