I Just Want Players to Save Money, They Insist on Giving Me! -
Chapter 568 - 180: The Game that Interpreted Joy to the Extreme!_5
Chapter 568: Chapter 180: The Game that Interpreted Joy to the Extreme!_5
But such trivial settings cannot be rightfully called a pigeon game.
Just like how some chess-based casual mini-games are integrated into an action-adventure game, you can’t turn things upside down and call it a card game.
So, after stripping it of the pigeon game label,
among the remaining two themes, "Death Cells" only fits one other theme—Sidescrolling Levels.
Although "Death Cells" also has platform jumping elements,
its game core is not about the player’s transitions between platforms.
In other words, it doesn’t emphasize a game that creates many marvelous play styles through platform jumping.
"This is a very standard Sidescrolling Levels game..." Kate couldn’t help pondering.
So, can this game truly deserve the reputation of a ’sidescrolling textbook’?
He recalled again the gameplay flow from the past half hour that Josiah had tested.
In this process, what exactly had he observed?
The effortless way of killing monsters continuously grants players a feeling of breaking through with ease,
and is the core driving force behind the sustained play of this game.
If a few monsters were to have high attack and health, making them hard to kill, it would create a sense of fatigue in the player.
But the side-scrolling gameplay will also become monotonous after a while.
Therefore, the game introduces the Power Scroll mechanic.
It allows players to constantly enhance themselves, and the process of enhancement is very smooth and clean.
Moreover, after enhancement, it keeps players at the point where they can kill monsters with one or two hits.
This way, players are quite clear that ’they have indeed improved’ and ’with the initial weapon, they definitely couldn’t have killed monsters instantly’
As for Power Scrolls, precisely because of their unchecked exponential power-setting,
players cannot help but want to explore further to see what extent their damage can inflate to.
This was a feeling Kate himself had clearly experienced while watching the live stream.
If each time it simply added 15 points of attack, the anticipation would drop significantly.
Then there’s the random weapon switch mechanic mid-game, which locks in players’ sense of novelty, encouraging them to continually try different styles and find new joys among various unique attack methods.
The pivotal aspect that brings the entire game to life is its exhilarating and smooth combat sensation design.
The character’s animations, with no unnecessary prolongation, cut immediately with each attack and retract swiftly, allowing players to better link jumps, rolls, Shield Counters, and other movements together.
And these actions in themselves are not difficult.
Therefore, when combined together, they provide the player with a very smooth visual experience and top-notch handling.
Finally, there are a variety of meticulous details that embellish the entire game.
Like the passage items hidden in every nook and cranny, encouraging players to explore as much as possible.
Like the transport portals seen everywhere, that help alleviate some of the burden of travel.
Like the continual unlocking of more new items after collecting souls, which strengthens the game’s expansiveness and entices players to start another round again and again.
And so on and so forth...
Recapping the entire process, Kate’s eyes widen involuntarily, his breath halting slightly.
This game... when it comes to providing that ’pleasant sensation,’ it indeed offers a textbook interpretation!
All its settings seem to be tailored to offer players a ’thrilling’ emotional value!
Just let the players play with peace of mind!
And to be honest, that’s precisely the most important value action sidescrollers can offer players.
After all, I’m playing your 2D sidescrolling pixel-styled action game.
I’m not here for the graphics, nor the music, so what am I here for?
Isn’t it all about the thrill and the joy?
The current presentation of "Death Cells" in the aspect of ’pleasant sensation’ gives Kate the impression
that it could indeed be touted as a textbook example.
Many industry peers could dissect this game, explore how it brings that thrilling experience to the players, understand its methods, and learn what they should do in the future. They can draw a great deal of inspiration from it.
"Ke Jin, huh... This designer might not be as simple as I thought..." After fully analyzing the strengths of "Death Cells," Kate’s brow furrowed slightly.
This was already the second game.
If "Space-time Illusion" is like a trendsetter that brought a whole new design perspective to platform jumping,
then "Death Cells" is like the steadfast elder of sidescrolling levels; it doesn’t have a lot of fancy new stuff, and almost everything has been seen in other games of the same type.
But it stands firm, bringing each not-so-new element to perfection, and combining these designs to create an exhilarating gaming experience for the players.
This may sound simple when talking about it.
Yet, in actual production, integrating various elements always tends to pose this or that problem.
But "Death Cells" managed to keep everything well balanced.
Even Kate couldn’t pinpoint any shortcomings.
"Feels like a game that would sell big as soon as it’s listed."
"Speaking of which, the third game..." To be honest, Kate was starting to feel a bit anxious now.
Your top player can’t just make three games, and have all three be textbooks, can he?
Who plays like that?
What happened to Blue Star’s excellent matching system?
It was at this moment that the door to the conference room was pushed open.
A suit-clad, blond middle-aged man walked in.
Upon seeing the newcomer, Kate quickly stood up.
The general manager of DFGame platform of Hope Flute—Alexander Conna.
The latter, however, pressed his hand down signaling him to stay seated.
Then, he took a seat next to Kate, loosened his tie to relax, and turned his gaze to the screen, smiling.
"Just finished a meeting, came to see how the task I entrusted to you is going?"
"Not too optimistic..." Kate let out a light sigh and recounted the process truthfully.
Upon hearing this,
Conna’s eyebrows raised slightly, and he cheerfully said,
"Don’t worry."
"As long as there’s a point in the game that can be criticized, we can grasp that and magnify it indefinitely."
"Everything has its highs and lows, even the three games released by the top player will have their levels of strength. Maybe the two games randomly chosen by Josiah happen to be the two games the top player is most proud of."
"By comparison, the last game Josiah is preparing to try, ’The Binding of Isaac,’ might be the worst of the three."
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