I just want players to save money, but I was made the richest man.
Chapter 182 A design idea that stunned everyone! A well-deserved platform jumping textbook!
Chapter 182 A design idea that stunned everyone! A well-deserved platform jumping textbook!
In fact, Josiah received a mysterious sponsorship before this broadcast.
The other party’s request is also very simple.
launch, and try their best to criticize these three games of Ready Player One.
Josiah originally came to take advantage of the popularity of ‘swearing the number one player’, and now he has the full support of the financial sponsor behind him.
It made him more energetic.
Soon, Josiah glanced at the three game installation packages in his hand.
Among them, the smallest game is "Chrono Fantasy"
The space size is only more than 100M.
For a game of this size, you can think about it with your toes, and it basically has nothing to do with picture quality or music.
In other words, in the case of losing two bonus points first, the game must have excellent design or creativity to attract players.
Josiah plans to choose this game as his appetizer.
At a time when the live broadcast room is very popular, I will judge it properly.
Let’s see where this company got the courage to claim that its games are textbooks.
Quickly, click on the game.
as predicted.
Matching this space capacity is a retro pixel style UI interface.
A very cheap and shabby feeling came over me.
The four Chinese characters of "Space-Time Fantasy" are displayed directly in the center of the screen.
The fonts are not fancy at all. It is as if they were temporarily edited using a word document and then a set of highlighted color fonts were randomly added.
Can't get anyone's attention.
There is a kind of beauty that is ‘completely unmotivated’.
"I'm afraid this UI interface alone will dissuade a large number of players, right?" Josiah began his critical review.
"Although this work is only for publicity and not for sale to players, in any case, you are targeting game designers from all Blue Stars. You must at least make the UI interface better, right?"
However, just a few trivial words cannot arouse the emotions of the audience in the live broadcast room.
A live broadcast of this type of commentary basically needs to arouse the emotions of the audience in order to get gifts into their pockets.
Josiah planned to continue playing for a while until he got to some places where even the audience could see the flaws, and then he would magnify the shortcomings and judge them.
It is impossible for a game like this to be inferior at first sight without flaws later on.
But what surprised Josiah a little bit.
For such a small game, Ready Player One actually has multiple languages set up.
Soon, he found the English column and switched smoothly.
Then, he controlled the villain in the game.
It was an adult man with a middle parting of his hair wearing a suit and tie, named Tim.
But it is incompatible with this modern character.
In the background of this game, the protagonist is in a cross-section of a castle.
The castle is divided into three floors, upper and lower, with multiple rooms on each floor.
And each room is marked with the name of 'World X'.
The room where the protagonist currently controlled by Josiah is standing is called 'World 2'
The lights were not turned on in several other worlds.
This means that Josiah must start from World 2 first.
"Are you so rebellious? Let me see what you have." While muttering, Josiah opened the door to the room and walked in.
What you see is a heavenly scene.
There are dreamy white clouds floating around, and there are several bookshelves placed in sequence, each with a book on them.
After going through them one by one and reading the integrated information, Josiah realized that the contents on these bookshelves explained the world view of the entire game.
The princess was kidnapped by the devil, and Tim needs to go to the castle to rescue the princess.
But it is different from traditional stories.
There is another content explained in these books.
That is, before the princess was kidnapped by the devil, she lived with Tim for a while.
And it seemed that the princess was angry because Tim had done something wrong. After a big quarrel with Tim, she left him in anger.
Then, the princess was kidnapped by the devil.
Tim regretted this and embarked on the road to save the princess.
"This is simply an old-fashioned fairy tale that my grandma doesn't want to tell me anymore. And the designer even added another more old-fashioned ethical plot story to it." Josiah shrugged slightly exaggeratedly , once again playing canned laughter.
The entire live broadcast room was also filled with "lol" from the audience, as well as some barrages.
"I've had enough. If it were me, I'd probably be out of the game by now."
"The art style is shoddy and the plot is cheesy. I really admire Josiah for continuing to play. I suggest just switching to another game. I'm not even interested in reviewing this one."
"Is this the 'textbook' for Ready Player One?"
"What is their chief designer thinking? How can such a work be used as a textbook?"
"Is there a possibility that Ready Player One really can't think of a better plot?"
"hahahahaha!"
Amid the ridicule of the barrage, Josiah controlled Tim through the white cloud corridor of heaven and reached the next door.
Opening the door, a new world comes into view.
And the theme of the world is also presented at this moment.
【Time and Forgiveness】
"If we could turn back time, would we be able to make up for the mistakes we made?"
The overall style is similar to the 2D horizontal platform jumping scenes that occasionally appear in "Mario Odyssey".
The background is blue sky and white clouds, and the feet are green bricks and tiles.
But it incorporates some hazy oil painting techniques like Van Gogh's Impressionism.
At least compared to the opening UI interface, the style of painting in World 2 makes outsiders like Josiah who are not very familiar with it dare not speak out loudly.
The melodious Irish organ also seems to bring people's thoughts back to the lively streets of Central Europe.
But soon, Josiah found a new point of criticism.
After entering the world, like many traditional crawler games, players move from left to right.
And entered a teaching level integrated into the scene.
There are several steps in front of you, and the word 'space' will be marked on the grass below the steps.
Indicates that players can take off by shooting the space.
Then, they came to a fishnet-shaped metal fence, and the '↑' sign appeared.
Indicates that players can climb on it.
After crossing this area.
Josiah saw his first monster.
It was a strange creature with only a head and a pair of leather shoes.
In terms of appearance design, although the appearance is different, it is obvious that this is a transformation of the image of Chestnut in "Mario".
Even the way to kill this big-headed monster is almost the same as in "Mario".
Jump, then stomp on the head to complete the kill.
Further forward, there is a teaching display of collecting elements.
In front of the player, there is a huge puzzle standing here.
What players need to do is to collect the 2 puzzle pieces scattered throughout the World 12 map, and then restore the entire puzzle to open the door to World 3.
Josiah looked around.
There is a broken bridge in mid-air above the head, with a pair of puzzle pieces placed on both sides of the bridge.
If you jump up from the left side, players can jump up the broken bridge on the left through steps of different heights and easily get the puzzle pieces beside the bridge.
However, the puzzle piece located at the entrance of the broken bridge on the right was almost completely erected in mid-air.
No matter how hard he tried, Josiah couldn't jump up to the platform on the right and go up to the broken bridge to get the fragment.
"Perhaps some skills like double jumping or even wall climbing will be unlocked later. You can only get this piece when you turn around later. Many games do this. It's a very clichéd and boring setting. It's just for the sake of it. Delay the player's time." Josiah shrugged and continued to move forward.
After passing the novice tutorial area, the difficulty becomes slightly higher.
The ground began to be divided by spike traps, suggesting that players might jump into the traps if they are not careful.
There is also a cannon-shaped prop in mid-air, which will continuously shoot out pieces of clouds floating from left to right.
Players only need to jump on the clouds and wait for the clouds to smoothly take the players to the next aerial platform.
And get a piece of the puzzle here.
And after arriving at the next aerial platform.
You will find a reverse cannon not far away. The clouds shot this time move from right to left, like a conveyor belt in the opposite direction.
Obviously, the difficulty has increased a bit. Players cannot stand still and wait for the cloud driver to take them forward like before. Instead, they need to find the right time to continuously jump on the clouds moving in the opposite direction, and then move forward.
But it's still not a big problem.
Josiah found the right time and made a few jumps, easily reaching behind the cannon and obtaining another piece of the puzzle.
Going further, we came to the edge of a cliff.
The cliff is so deep that it is impossible to see what's going on underneath from the current perspective.
Moreover, the cliff edges on both sides are also covered with spikes, as if to tell the player that they will die if they are not careful.
Josiah thought carefully for a moment, then found an angle to take off in the air, and took a picture of the empty space as he rushed forward.
Tim also fell sharply under his control.
Just when Josiah thought that his wave was relatively stable, he was falling almost in the middle of the cliff, there was still some space between the spikes on both sides, and basically nothing would happen.
The accident happened so suddenly that Josiah almost slammed the table.
Because this cliff does not drop straight to the bottom as he imagined.
The walls on both sides of the cliff formed an S shape as they continued to fall!
Although it is not as steep as an 'S', this slightly sloping terrain makes it easy to get caught off guard and get stuck on the spikes when you first see it.
Josiah also died here.
After dodging left and right at the limit, he still had no time to react and died next to the spikes on the wall.
What made Josiah even more angry.
The platform at the bottom of the cliff is also spiked!
There is only a small foothold next to it.
In other words, as long as the player jumps down at first, even if he avoids the S-shaped spike wall, he will die on the spikes at the bottom.
"Oh! Fuck!" Josiah looked at the scene of sudden death and slapped the desktop hard with the hand holding the mouse.
He hates games that force players to die.
He even believes that this is a symbol of the insufficient strength of game designers.
Originally, the players were playing well and happily.
Do you want to do this for me?
It’s not that I can’t accept difficulties or traps.
But you also have to have a meaningful existence, right?
Why don't you look at the significance of your arrangement?
It only took less than 10 minutes to start and he killed me.
And don’t say that shit about ‘you can get by if you react quickly’.
Forget about the S-shaped wall spikes.
There are also spikes at the bottom. How could the player react when they first saw it?
Even if you hold the watch and fall frame by frame, as long as the angle of the falling in front is not adjusted correctly, it will be impossible for you to jump to a safe platform behind.
This designer did it on purpose!
He just wants the player to die here, as if this is the only way to satisfy his evil taste!
"To be honest, the design of this game is nothing new, don't you think?"
"As a 'platform jumping' themed game, look at what it has done. It started with a simple novice tutorial, then it seemed to overlap with the settings of its own game "Mario", and now it's disgusting. It’s about the players.”
"It's been ten minutes since I played, and I haven't seen any fresher settings."
"I would make a bold guess. The end of the game is nothing more than gradually increasing the difficulty of the operation, and then continuously obtaining various stronger props, combined with various tricks to plot against the players, until the princess is finally rescued."
"But if it's only to this extent, it won't even be interesting to impress players, let alone use it as a textbook on 'platform jumping'?"
This time, Josiah really wasn't embarrassed.
Because after watching it for ten minutes, many in the audience felt that the game was a bit strange.
Call it rubbish.
Not really, it's just a more traditional platform jumping gameplay. The impressionistic oil painting style + Irish accordion soundtrack makes the game look not that bad.
Then after passing the novice tutorial, you can also get a glimpse of it by continuously increasing the difficulty.
Basically, it’s just like what Josiah said. It will slowly test the player’s operation, and then obtain various mechanisms such as ‘double jump’, ‘climb’, and ‘down smash’.
And for such a game, if you make it into a side-scrolling combat genre like "Hollow Knight", maybe players can get some fun points for growth from it.
But Ready Player One made it a head-stomping mechanism similar to that of "Mario", which directly severely hindered the growth of the entire game.
What's more, you have to show this game as a textbook on "platform jumping"...
"All I can say is that this game is really textbook. It really looks like a setting that appears in all 'platform jumping' games."
"It turns out to be such a 'textbook', hahahaha!"
“I imagined that the textbook for Top Player is ‘Bold! Innovative! Subvert industry perceptions!’. In fact, the textbook for Top Player is ‘Standard, regular, and cliché.’”
"Let's make the next one. There's nothing interesting about this game anymore."
"Change it, I can already guess what the story will be next."
"Very good, tomorrow's popular video in the tiktok game section, I have already thought of what to do!"
Seeing the various disgusting reactions from the audience, Josiah felt that he had accomplished a great job.
Everyone's emotions have been aroused, and this game is basically enough to be broadcast here.
Next, save more trial energy for the next game!
But just when I was about to quit the game.
Josiah noticed something strange.
He found that after Tim touched the spike and died suddenly, there was no movement on the entire screen.
Generally speaking, at this time, the general interface will display the words ‘GAME OVER’.
Or pop up the UI of play again and let the players choose.
Or just bounce back to the previous save point.
But in the game "Chrono Fantasy", the death scene of the protagonist seems to be frozen, and the entire interface seems to be still.
as if...
The game is not over yet?
Is the death of the protagonist also part of the game process?
This weird feeling made Josiah couldn't help but explore it again.
He searched for a long time, but he couldn't see a button that said 'play again' anywhere.
There isn't even a restart interface.
At this time, some sharp-eyed barrages discovered that there was a small button prompt next to the protagonist Tim.
shift
They all refreshed the screen and asked Josiah to press the shift key.
And just after Josiah pressed it with a confused look on his face.
The picture presented made his eyes widen uncontrollably!
The entire audience in the live broadcast room was also dumbfounded at this moment!
go back!
Like a movie rewinding, Tim began to slowly back away from the spike of death.
Then he stepped backwards from mid-air, and finally stood on the edge of the cliff where he jumped just now.
Everything seemed to be nothing, the wind was blowing gently on the grass, and the clouds were slowly drifting overhead.
But at this time, the live broadcast room suddenly felt as quiet as a fault.
It wasn't until a few seconds later that Josiah's exclamation broke the silence.
"W!!! T!!! F???" He stared at the screen in shock, his mouth wide open in astonishment, as if it could fit a fist.
It wasn’t just Josiah’s reaction that was exaggerated.
Even the foreign players who were clamoring to change games quickly now had question marks filling the screen.
"????"
"What just happened?"
"Shet! Can the game be designed like this???"
"Oh, yes!! Ready Player One retains the player's original action path? How was this designed??"
"I couldn't believe my eyes! The impact of this scene was so shocking!!!"
Let the whole live broadcast room suddenly turn on the settings of the frying pan, and time and space go back.
Although this stuff is nothing new in science fiction novels and even movies around the world, including some fantasy themes.
In games, it is occasionally used.
But the reason why "Chrono Fantasy" is amazing is that it does not give players a more general concept like other time travel themes.
For example, you go back three days.
You go back to a month ago.
Or go back 20 years.
In "Braid", you can rewind operations even one second ago in real time.
Even if the character dies, the game will not end, but will allow you to go back to before death.
And rewinding is completely replayed one-to-one. The way you walked before, whether you were walking forward or jumping, it will accurately restore it to you frame by frame!
This setting is quite catchy.
Because it’s intuitive enough! What happened just now was enough of a visual impact!
Players can't help but feel a sense of wonder when they look at the scenes that have been manipulated by themselves as they continue to regress.
"This design idea... is absolutely amazing..." Josiah opened his mouth. Originally, he was just in the right position with the sponsor, so he needed to use any means to discredit the number one player.
However, he found that besides compliments, he could hardly say any derogatory words at this time.
Moreover, I even felt a little embarrassed because I just yelled at the idiot designer.
He just scolded Ready Player One because he felt that this was a trap deliberately left by the designers to deceive players.
But now I look back and realize...this is not a trap, but a part of teaching for novices.
How can players better understand the mechanism of reverse flow if they don't die once?
If the player is allowed to go back in time for no reason, the shock will not be as shocking as if the protagonist jumped off a cliff and fell to his death, then came back to life and returned to the cliff.
Moreover, this cliff can also be used for Josiah to practice.
The cliff is indeed difficult to pass as the first sight.
But if you are teaching as a novice to reverse flow.
That's much simpler.
Players can even adjust their angle at will while in mid-air.
When I saw that the landing position was wrong, I just pressed shift to go back, and then readjusted the angle.
Long press shift to rewind longer.
Click shift to go back just a few frames ago.
By constantly correcting the angle in mid-air, you can finally reach the safe platform below the cliff perfectly.
Besides.
Josiah also discovers a secret.
When he passed the cliff level, he came to a platform level moving in mid-air.
He discovered that turning back time could not only rewind the actions of the protagonist.
You can also roll back the monster's actions.
In this level, he needs to transport a "chestnut boy" to his feet through the air platform, and then step on its head to increase the jumping height, so as to collect a puzzle piece in mid-air.
Once the chestnut boy is not caught, it will lose its footing in mid-air and fall to death.
What the player needs to do is to continuously rewind time so that the chestnut boy can finally successfully step on the moving platform and transport it over.
In this level, Tim has not done anything since he just entered the level, so no matter how he goes backwards, Tim will stand still.
"In other words, every time I pass through a door, my retrograde cassette will be reset. I can use this mechanism to adjust the position of the monster before I make a move."
"It's starting to get interesting..." Josiah murmured to himself, his eyes becoming more alert.
The setting and gameplay of this game were something he had never heard of before!
And soon, after spending a short period of time to collect 2 fragments in the entire world 11, he could not find the 12th fragment.
At this point, Josiah realized something.
Broken bridge!
On the right side of the broken bridge at the beginning, where you can't go up, there is a puzzle piece.
When he returned to the initial area of World 11 with 2 fragments.
After several attempts, I found that I still couldn't pass.
No matter jump normally or go back in time and space.
You can't jump to that height by yourself.
Josiah also tried it, putting together the 11-piece puzzle first to see if this would make the 12th piece fly over automatically.
But unfortunately, the 12th puzzle piece is still hanging proudly in mid-air on the right side of the broken bridge, motionless.
Just when he was at a loss.
There was a barrage prompting him.
There seems to be a space in this painting where you can stay.
Josiah took a closer look.
The content of the painting is an ambiguous puzzle of a man holding a woman under him. Only the upper half is drawn, but the man in the painting is reaching for a bottle of wine on the table nearby.
The basket in which the wine is placed seems to be somewhat similar to the painting style of the broken bridge.
When various barrages flooded the screen asking him to try it out.
Josiah twitched the corner of his mouth and said with a smile: "This is too ridiculous...how could...?"
"Huh??? No, this...??"
As he was talking, he subconsciously dragged the painting with the mouse to manipulate it.
It turns out that when you drag the painting to the protagonist's feet and press the space bar, Tim can actually stand on the wine basket.
The interaction between people and paintings in this scene seemed to make Josiah feel the absurdity of the dimensional wall being broken, but it was indeed surprising and unexpected.
But soon, new problems came again.
Tim's jumping height is limited. If the puzzle is placed too high, Tim cannot jump to the wine basket platform.
If the position is too low, Tim can jump on it, but the lower height will still prevent Tim from jumping on the broken bridge.
"The setting of this game is that players can only have one interaction at a time."
"If you control Tim, you can't adjust the angle of the puzzle."
"If you control the puzzle, Tim will have to stand still, and maybe he will fall out of mid-air because of adjusting the position of the puzzle...fuc!!! Wait a minute!! I have a bold idea!" As if struck by lightning, Josiah shouted as if he had woken up from a dream.
And started operating immediately.
The key point of this operation is to go back in time and space!
The game will record all the player's actions just now, including Tim falling from mid-air!
In other words, you can boldly increase the height of the puzzle.
Even if Tim falls from mid-air, he can still return Tim to the height where he was standing just now through backtracking.
And seize the opportunity to jump up a little, and you can reach the platform that has been raised a bit.
Move up bit by bit in this way.
In the end, Josiah finally sent Tim onto the broken bridge and successfully obtained the last fragment.
And unlocked the way to World 3!
At this time, he came out of World 2, and the theme of World 2 appeared again.
【Time and Forgiveness】
"If we could turn back time, would we be able to make up for the mistakes we made?"
This profound sentence made Josiah's eyes widen.
The theme of World 2 actually gives players the gameplay when they enter.
Players need to use time retrieval to save those moments when they make mistakes.
"In other words, the theme of World 2 is redemption? Look, didn't we also tell the story at the beginning? Tim once made some mistakes, which caused the princess to leave him, and the princess was even kidnapped by the devil later." Josiah He couldn't help but click his tongue, and even began to analyze the 'old story that grandma would never tell again' that he had ridiculed just now.
soon.
Josiah manipulated Tim to come to World 3 again.
When I first arrived, it was still a paradise background, and there were still a series of books on the shelves.
After reading it, I learned some previous stories between Tim and the princess.
Before the quarrel, Tim always carefully protected his relationship with the princess and worked hard to reverse the mistakes he made.
Although the princess is very kind to Tim, she has a serious desire for control. She always claims that she has full control in order to understand what Tim wants in every possible way, so as to give him better love.
Tim felt suffocated and wanted to run away from the princess.
Then, the story seemed to take a jump.
Tim seemed to have embarked on the road to find the princess later, and came to a castle. From a distance, he saw that the wind had stopped, but the flag of the castle was still flying, and the bread in the kitchen was always warm. There is a magic.
After Josiah quickly finished reading the content, he entered World 3 and the theme was presented.
【Time and Puzzles】
"If we could turn back time, would we be able to make up for the mistakes we made?"
"Huh?" Josiah was slightly startled.
"Did this sentence appear just now?"
"Just in World 2, the theme of time and forgiveness."
"Doesn't this sentence represent redemption? Why does it still appear in World 3?"
With doubts, Josiah began his journey of exploration in World 3.
As he just said.
The difficulty of the game is indeed gradually increasing.
But the increase is not the player's operation.
It's about whether the players understand the time-travel gameplay thoroughly enough.
In World 3, a brand new mechanism is introduced.
Green magic.
Things covered by this kind of magic will not turn back when time goes back.
And also set up a novice teaching level.
In the level, there is a door covered with green magic on the far right side of the screen, and on the upper left side of the map platform, there is a key that also glows green.
What the player needs to do is to pass the winding platform, pick up the green key to open the green door, and then pass this level.
But in front of the green door, there is a thick vertical stone slab that is falling with the passage of time.
When the stone slab falls completely, the green door will be completely blocked, blocking the player's hope of passing the level.
Josiah tried several times but failed.
At first he found that there was not enough time anyway.
The journey he took to get the green key was enough for the stone door to close.
But soon, he realized the essence of this gameplay.
Since the green magic power will not go backwards as time goes by.
You could have asked Tim to get the green key first.
Then press and hold shift to turn back time.
Tim will go back to the origin of the level as time goes back, and the stone door will slowly open upward as time goes back.
But at this time, the green key is always in Tim's pocket.
In other words, players who have already obtained the green key no longer need to take a detour, just head towards the green door on the right and open the level to pass the level.
And at the second level, the use of green magic has been improved a bit.
Just like World 2, the second level of World 3 still has two cloud cannons that fire from right to left.
Players also need to jump over clouds one by one, and then pass the level from left to right.
It's just that this time, the distance between the clouds is very far, and normal jumping cannot jump from one cloud to the next anyway.
After Josiah observed it carefully, he discovered the mystery.
One of the cannons is also covered in green, and the clouds it fires are also outlined by green edges.
Although viewed from a normal time lapse perspective, a white cloud and a green cloud float out at the same time from right to left, with a large gap in between.
But if we turn back time...
The green cloud remained unaffected, moving from right to left.
But Baiyun began to be controlled by the law of time reversal, and began to retreat from left to right.
In this way, the two clouds are staggered from each other, filling up a large gap in the middle.
So that players can get through it smoothly.
The appearance of this scene also surprised the commentators one after another! The sound of exclamation filled the screen.
Then, during Josiah's experience of Whole World 3, he found that the design of this game is very exquisite!
The designer skillfully arranges and combines "objects that can be reversed by time and space" and "objects that are not affected by time and space", allowing players to create a passable platform for themselves!
Yes.
After playing until now, Josiah finally discovered the core of this game.
Players have to figure out how to create jumpable platforms and then pass the level!
This is much more interesting than the traditional setting of a platform for you to jump on.
After finishing World 3, come out and review the theme of World 3.
That paragraph is completely consistent with World 2.
It also gave Josiah more different insights.
At first, he thought the theme the designer wanted to express was 'redemption'
If players can control time and space and go back to the past to correct some mistakes, they can complete redemption.
But the emergence of green magic in World 3 completely subverted this concept!
"It is precisely because of these things that are not affected by time and space. This time, if we rely entirely on time and space, we will not be able to get through."
"This also shows that even if we start over, the only thing we can change is our own behavior and choices. We cannot influence the choices of others, nor can we break the laws of nature."
"So, when we look back at this sentence, the meaning is deeper."
""If we could turn back time, would we be able to make up for the mistakes we made?" In fact, the answer is no, we cannot redeem anyone or anything, the only one we can redeem is ourselves..."
The barrage was also slightly less at this moment, and it was obvious that some players were also lost in thought.
Observing this, Josiah couldn't help but sigh in his heart.
You know, the game "Chrono Fantasy" is only a little over 100M in size.
However, within this half-hour game process, it not only brought an impact on the gameplay design to the players.
There are also thought-provoking metaphors integrated into the game.
This hazy way of expression produced a sense of beauty that Josiah couldn't describe, and the meaning of this game gradually began to become deeper and deeper.
This game...seems a bit incredible...
And as Josiah progresses through the levels, the status of this game in his heart gradually escalates!
It's time to reach world 4.
The gameplay mechanics have changed once again.
This time, the protagonist Tim controlled by the player seems to represent a timeline.
If Tim moves forward, it means that time and space are passing normally.
If Tim moves backwards, it represents time going back.
If Tim stays still, the entire time and space will stop, and all monsters will stay still as if the pause button has been pressed.
As for the new mechanism of World 5.
Then Tim will create a shadow.
This shadow will replicate Tim's previous operation and have an impact on reality.
If the player needs to get the keys on the left and right at the same time.
Then you can first run to the left to get one of them, and then go back to the original point through time. At this time, you can start to rush to the right.
The shadow at this time will also appear. Repeat the player's previous operation and run to the left to get the key.
In this way, the setting of getting two keys at the same time can be satisfied.
Time and space in the game stop and go, but in reality time keeps passing.
Josiah was so fascinated by this game that he didn't realize that two hours had passed.
And together with the barrage, I marveled at the depth and imagination of this game for "platform jumping".
"Oh my god! Why does the design of this game always surprise me!"
“I originally thought that traveling back in time would be amazing, but I didn’t expect that Ready Player One’s designers would deepen this gameplay again and again in subsequent levels!!”
"And this gameplay is quite interesting! It subverted my fixed thinking about time and space. When Josiah cleared the level, I always thought in my mind, 'Huh? It turns out that the game can be designed like this?', 'Oh my God. , is this design idea also possible? How did Ready Player One come up with the idea?'"
"This game company... doesn't seem to be as bad as public opinion describes it?"
"This game is a good proof, isn't it? Bro, we should be more rational."
"Just talking about this game, although it has not been completely completed, I feel that it can really inspire people in terms of 'how to design novel platform jumps'. It can be regarded as a qualified textbook product. This is a number one." Players are not exaggerating."
Just when the barrage reputation was gradually improving.
Josiah's cell phone suddenly rang.
He took out the message and glanced at it, but his eyes changed slightly.
The sponsor seemed to be watching his live broadcast too.
And was angry that he even gave it a compliment after trying out Braid.
And the reputation of the entire live broadcast room is gradually shifting towards the number one player, which makes the funder extremely unhappy.
Ask him to switch to the next game quickly and stop wasting time on this game.
Moreover, the sponsor raised the price again.
The originally promised reward of 10 dollars was directly increased to 20 dollars.
As long as Josiah can lower players' expectations in the latter two games and expose the shortcomings of the number one player, causing players to spurn and insult him, the rewards will be immediately transferred to his bank account.
And, to reassure Josiah.
The other party has already made a payment of 5 yuan.
After much hesitation, the reward of 20 yuan was still too generous for Josiah.
After he paused for a moment, he coughed lightly.
"Okay, there's not much to say about this game. Let's take a look at Ready Player One's next game."
"Although this game is indeed okay, everyone knows that not every game can be so outstanding."
"ummmm... Then let's try this "Dead Cells"."
(End of this chapter)
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