I Just Want Players to Save Money, They Insist on Giving Me! -
Chapter 586 - 184: Family Who Understands! I’m Here to Present the Award, Not to Receive It!_3
Chapter 586: Chapter 184: Family Who Understands! I’m Here to Present the Award, Not to Receive It!_3
The head player team also urgently took on an extra shift to filter through the selected games and score them.
The final decision was then left to Ke Jin.
After scanning the report, Ke Jin had an answer in mind.
The employees’ collective view nearly matched his own.
The Best Creativity Award winner was Emilie, a game designer from a small Nordic country, for her platform-jumping themed game—Pegasus in the Sky.
Perhaps Emilie was inspired by the wildly imaginative Space-time Illusion.
In Pegasus in the Sky, imagination also had an impressive role.
Within the game, players controlled a rudimentary character who had to complete platform jumps until they finished the game.
And the method of platform jumping was quite innovative.
Borders!
Emilie ingeniously integrated the game interface’s borders into the gameplay.
Players needed to use the mouse to stretch the game interface’s outermost borders, constantly modifying and adjusting the platform’s height or width within the game to help the character pass the level.
Sometimes, players could even utilize icons from their computer desktop, dragging them into the game for the character to use.
Although the game’s overall extendability wasn’t very strong, and it was bound not to be able to revolve around this idea to make a highly replayable game,
it still stood out for its originality, defining platform jumping as something not limited to the in-game elements but extending to using objects from outside the game.
This award could also inspire more young designers with the concept of ’fun’ and ’divergent thinking.’
Helping their thoughts to break away from traditional frameworks.
Often, the birth of new things requires breaking conventions.
Therefore, this particular creation had a support rate of over 93% from the entire head player team.
Ke Jin nodded in agreement.
As for the Best Game category, Ke Jin had his eye on Digger Trapped Underground, created by Wang Tianrui, a young local game designer.
A 2D pixel art style with a pigeon theme.
The main gameplay involved controlling a miner trapped underground,
digging through screens full of rubble to carve out a path to the surface.
Ke Jin tried the game himself.
This game, to start with, offered the joy of digging through sand.
Each dig felt like painting with a thick brush on a blank Photoshop canvas, allowing players to freely create their ’masterpieces’
The ’swish’ sound of digging sand was also very soothing.
Of course, if it relied solely on such a personalized experience, Digger wouldn’t be able to win Best Design by outshining all the others.
The game borrowed some of the essence from Isaac, where any combination of items in the item pool went well together.
Initially, players could only control the miner as he slowly progressed upwards, swinging a small spade like a slow-moving lawn mower.
But as more and more rubble was dug away, various items hidden within the rubble would be revealed.
After picking up these items, one could change the original digging efficiency of the miner.
Some could dig three lines at once, some could automatically pick up surrounding items or Gold Coins.
Others could shoot shockwaves, clearing sand from a great distance ahead, and after clearing it, players could move quickly through the cleared area.
Naturally, the core element of fighting monsters was also indispensable as the game progressed.
As players advanced, they would encounter various insects living underground, defeating them would grant a slight increase in base stats.
Though these increases were minute, the cumulative effect of various items could add up significantly.
Beyond that, what shocked Ke Jin was a visual impact.
As players dug upwards, the layer of the miner character would gradually scale back.
The scene visible to players would also expand further.
Until they were close to reaching the surface.
The entire underground cross-section of the world of sand and rubble would be laid bare in front of the player.
At this point, the miner had become a tiny black dot composed of a few pixels.
But with a variety of tools combined, the width he could dig was as wide as a palm.
The contrast between the minute and the vast was well represented at that moment.
And the game’s ending left a lasting impression on Ke Jin.
After the miner met with disaster underground and miraculously survived, he began to dig upwards with great effort, expressing his thoughts and yearnings for his family through pop-up text along the way. He would even find various items from urban life, such as mobile phones, televisions, and motorcycles, as collectibles. When he dug up a dirty Hello Kitty, he’d pocket it, planning to give it to his daughter once he got out.
When the miner finally burst through to the surface,
he discovered that the world had already been swept by a mysterious windstorm, turning everything into a desert, with all the products of human civilization buried deep underground.
Fortunately, the radio he collected along the way told him that human civilization hadn’t perished, that there were many human Survivors in the underground world, and among them might be his family members.
So, to find his relatives who might still be alive under the deep sand, the miner started a new round of digging adventures.
Essentially, this set out a pigeon-themed game with endless playability, paired with a theme that requires players to ’start over and over again.’
Overall, it’s a pretty decent replayable game, with all the right elements somewhat balanced, and it also has a certain appeal.
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