Chapter 15 Warm-up
The time on Anderson's computer had changed to nineteen, past the time he had scheduled to leave the house.
But he didn't care about that anymore, he had left his half-eaten breakfast behind, and now he wanted to beat the damn game quickly.
If the first five minutes of pixel world brought him disappointment, and the unexpected scene transition brought him fright, then this hour brought him a subtle experience.
The number on the counter in the upper right corner of the game has become 76.
That number means Anderson has died 76 times.
As a game lover, Anderson is not bad at playing this type of game, but he has already died 76 times in an hour.
No, it's 80 times now.
The demo version made by Su Li does not have much content, which is about 10% of the overall process.
In the demo version, players will be able to play until they get their hands on the game's first important item, the "Power Rope", and then use the rope to overcome a small level.
But that was the bit of content, it had already taken Anderson an hour, and he was still stuck in the last small level.
He's already died here ten times.
Out? To hell with it.
No one wants me to go out until I clear the customs.
However, Anderson has already figured out the trick of the game, he needs to launch the rope onto the balcony of a house, travel about 2/3 of the way in mid-air, retract the rope and aim at the wall in front of the right, and swing over the small stone pillar in front of the finish line before hitting the wall.
A series of operations are completed in a few seconds, smooth and natural, and tense and exciting.
And in the process, there will be flying big birds that hinder the player's progress, as long as they hit it, they can only do it again, and the player's control of timing is very important.
Skill comes from practice.
A large part of the levels designed by Su Li this time embody the concept of a limit.
The player needs to perform a certain action at a very extreme time or in the only appropriate place to be able to pass a trap.
Five minutes later, Anderson landed safely on a perfect aerial rope glide and gave him a small cheer for his awesome manoeuvre.
The trial ends.
It took Anderson about seventy minutes to beat the demo, dying a total of 88 times, and dying more than five times in several slightly more difficult places.
But despite dying so many times during the game, Anderson didn't have a strong sense of frustration.
Although Su Li increased the difficulty when designing the game, he also gave a very convenient setting.
There is no limit to the number of failures in the game, except that not dying once will add a number to the death counter, and the game will not fail.
And after the player dies, it is not from the beginning, the record points in the game are very frequent, every small level is a record point, and the player is resurrected at the record point immediately after death, basically "where you fall, you get up from where".
You don't need to repeat what you have done before, so you can start the challenge immediately from where you failed and don't get bored.
Moreover, under Su Li's design, players will feel that every time they fail, they will feel that there is only a slight gap from success, and with the smooth movements and the thrill of finding a way through the level, players can get far more fun than frustration.
At this time, Anderson had already retracted his original evaluation, he couldn't imagine that such a cool game was actually an indie game, and now people are already so perverted.
What a monster.
In the demo version, the player can only get one item, the "Power Rope", but the in-game inventory shows that the player can get a total of four items.
Anderson is already looking forward to the official version, what other interesting props are there.
From now on, Into the Mists 2 - Unreal City has entered Anderson's must-play list. He also couldn't wait to log on to his social account, left a message under Su Li's account, and recommended it to other friends.
The heat of the game starts to ferment from this moment.
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After the release of the demo version, the increase in the popularity of the game somewhat exceeded Su Li's original expectations.
The small deception at the beginning of the game can be regarded as a good gimmick, but what is more critical is the excellent quality of Su Li's game itself, otherwise the gimmick alone will not be able to maintain the popularity.
It can be said that Su Li's new work gave a huge surprise to those players of his first work, and almost no one could have imagined that the sequel to "Into the Mist" would have made a huge leap in quality.
The player has changed from operating a mosaic villain to a delicate three-dimensional model, and it is not a three-dimensional two-dimensional gameplay game, it is a real 3D game.
The number of messages under Su Li's social account has shown an exponential upward trend, and in the group of independent gamers, Su Li's game has gradually become popular.
The buzz was first created abroad, and many gamers and professional game video makers made videos about the game and posted them on a non-existent video site.
Of course, in the current era, the sensitivity of China to hot spots is also quite high, and related videos and some news have also appeared on domestic video websites and self-media platforms.
The initial entry point was the publicity fraud done by Su Li, but later the focus was on the quality of the game.
Especially after learning that the author of the game is the producer of Huaguo, the popularity of China has surpassed that of foreign countries.
After the popularity of the steam platform and the lifting of the ban on game consoles, the number of domestic stand-alone players and the number of genuine buyers are still rising very fast. This part of the players is also eager to make real high-quality games in China.
Although Su Li's game is not a big production, it still gets a considerable amount of attention.
Some game media began to contact Su Li through channels, hoping to make a review of the game in advance and post articles to seize the heat.
In addition to the media, there were many friends who contacted Su Li, who were amazed by the quality of the game and asked if Su Li had established a game development studio.
After all, it's almost impossible to make such a game alone.
Natsu Shiramori, who is in charge of the character design of the main character, has also been paying attention to this game, and when she saw that the characters she made were flying on the walls in the game, whether they were still on the news in the game media, she almost cried with joy.
As July approached, after all the development work was completed and the official release version was confirmed, Su Li officially submitted the application for the release of the game to the Steam platform.