I Just Want Players to Save Money, They Insist on Giving Me!
Chapter 559 - 179: Design Concept that Dazzles the Entire Audience! The Quintessential Textbook of Platform Jump!_2

Chapter 559: Chapter 179: Design Concept that Dazzles the Entire Audience! The Quintessential Textbook of Platform Jump!_2

Yet it incorporated some impressionist techniques of oil painting, much like those of Van Gogh.

At least, compared to the opening UI interface, the art style of World 2 was so refined that even an outsider like Josiah, who didn’t have much of an understanding, wouldn’t dare to speak too freely anymore.

The soothing sounds of an Irish organ seemed to carry one’s thoughts back to the bustling streets of Medieval Europe.

But soon, Josiah found a new point of criticism.

After entering the world, as with many traditional sidescrolling games, the player moved from left to right.

And then entered a tutorial level integrated into the scene.

In front of them were some steps, so naturally, the word ’Space’ would be marked on the grass below the steps.

Indicating that players could press the spacebar to jump.

Later, they came before a fishnet-like metal fence, with the symbol ’↑’ appearing.

Signalling that players could climb it.

After getting over this area,

Josiah encountered the first monster.

It was a strange creature, walking around in a pair of leather shoes, with only a head.

From a design perspective, although it looked different, one could clearly feel that this was a reimagined version of Chestnut from "Mario".

Even the way to kill this big-headed monster was almost identical to that in "Mario".

Jump, then stomp on its head to execute a kill.

Moving forward, they came to the tutorial on collecting Collection Elements.

In front of the player, a huge jigsaw puzzle stood erect.

The player’s task was to gather the 12 jigsaw puzzle pieces scattered throughout World 2’s map and then restore the whole puzzle to open the door to World 3.

Josiah looked around.

In the air above, there was a broken bridge with a puzzle piece set on each side of it.

If the player jumped up from the left, using different heights of platforms, they could easily reach the puzzle piece beside the left side of the broken bridge.

However, the puzzle piece at the entrance to the right side of the broken bridge was almost entirely suspended in midair.

No matter how hard Josiah tried, he could not jump onto the right platform and then up to the broken bridge to get the piece.

"Maybe some double jump, or even wall jumping skills will unlock later on," Josiah shrugged, "You’ll have to come back to get this piece. Many games do this. It’s a trite and boring setup designed purely to drag out play time."

After the tutorial area, the difficulty started to increase slightly.

The ground began to be segmented by spike traps, hinting that if players were not careful, they could easily fall into a trap.

In midair, there was a cannon-like prop firing clouds that drifted from left to right.

If the player jumped onto a cloud, they could just wait for it to carry them safely to the next aerial platform.

And get another piece of the puzzle there.

After reaching the next aerial platform,

They would find an inverted cannon not far away, shooting clouds that moved from right to left like a reverse conveyor belt.

Obviously, the difficulty had gone up a notch; players could no longer stand still and let the clouds do the work, but had to find the right timing to keep jumping onto the backward-moving clouds to advance.

But the problem was still not big.

Josiah, timing his jumps carefully, easily arrived behind the cannon and obtained another piece of puzzle.

Walking forward, they came to the edge of a cliff.

The cliff was bottomless, and from the current perspective, one couldn’t see what was below.

Moreover, the edges of the cliff on both sides were covered with spikes, as if to tell players that a slight misstep would lead to death.

Josiah, now serious, found the right angle for an aerial jump, and at the moment of dashing forward, he pressed the space bar.

Tim, under his control, plummeted down.

Just when Josiah thought he was fairly stable, almost dropping straight down the middle of the cliff with some space away from the spikes on either side, unlikely to encounter any problems,

The accident happened so suddenly that Josiah almost slammed his hand down on the table in frustration.

Because this cliff did not drop straight down as he had imagined.

The walls on both sides of the cliff formed an S-shape as he fell!

While not as steep as an actual ’S’, this slightly sloped terrain could easily catch players off guard and make them unwittingly land on the spikes.

Josiah died there.

After attempting to dodge to the extreme left and right, he was still too late to react and died next to the spikes on the wall.

What made Josiah even more upset was,

The platform at the bottom of the cliff also had spikes!

There was only a small foothold next to it.

In other words, if players simply jumped down at first, even if they managed to avoid the S-shaped spike wall, they would end up impaled on the spikes at the bottom.

"Oh! Fuck!" Josiah looked at the death screen and forcefully slapped the desk with his hand gripping the mouse.

He despised games that forced players to die.

He even thought it was a sign of the game designer’s lack of skill.

Players were playing well, happily engaged.

And you pull this stunt?

I can accept challenges or traps.

But shouldn’t there be a meaningful reason for their existence?

Why don’t you look at the purpose of setting up this trick?

It’s not even been 10 minutes since the game started, and you’ve already killed me.

Don’t start with that ’quick reactions will get you through’ crap.

I can get past the S-shaped wall spikes.

But spikes at the bottom? How could a player react to that upon first encountering them?

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