Chapter 179: Design ideas that amaze the audience! A well-deserved platform jumping textbook!
In fact, Josiah received a mysterious sponsorship before the start of this broadcast.
The other party's request is also very simple.
Start broadcasting, and try your best to criticize these three games of Ready Player One.
Josiah originally came to rub off on the popularity of 'scolding the number one player', and now there is the full support of the gold owner behind him.
It makes him energetic.
Soon, Josiah glanced at the three game installers in his hand.
Among them, the smallest game is "Time and Space Fantasy"
The size of the space is only more than 100M.
A game of this size, if you think about it with your toes, basically has nothing to do with picture quality and music.
In other words, in the case of losing two plus points first, the game has to be very well designed or creative to attract players.
Josiah intends to choose this game as his appetizer first.
At a time when the live broadcast room is hot, I will have a good trial.
Let's see where the courage comes from this company, which dares to claim that its own games are textbooks.
Soon, click on the game.
Sure enough.
Matching this space capacity is a retro pixel-style UI interface.
A sense of very cheap simplicity came over me.
And the four big Chinese characters of "Time and Space Fantasy" are directly displayed in the center of the screen.
There's nothing fancy about the font, it's like a temporary edit from a word document, and then a random set of highlight-colored fonts are added.
Unable to get anyone's attention.
There is a kind of beauty that is 'completely unmotivated'.
"I'm afraid this UI alone will dissuade a large number of players, right?" Josiah began his own sharp review.
"Although this work is only public, not for sale to players, but anyway, you're facing the all-blue star game designer, you have to at least do a good job of the UI interface, right?"
However, just a few trivial words can't arouse the emotions of the audience in the live broadcast room.
My own live broadcast of the nature of comments basically needs to pull up the emotions of the audience before the gift is in the bag.
Josiah plans to continue playing for a while, and then try to magnify the shortcomings when he gets to the point where even the audience can see that something is wrong.
This kind of inferior game at a glance can't be without shortcomings in the back.
But to Josiah's surprise.
It's such a small game, and the number one player actually sets up multiple languages in many countries.
Soon, he found the English column and switched smoothly.
Then, the villain in the game was manipulated.
It was a middle-headed adult male in a suit and bow tie, named Tim.
But at odds with this modern role.
The game is set in a cross-sectional castle with the main character.
The castle is divided into three floors, each with multiple rooms.
And each room is marked with the name 'World X'.
The room where Josiah is currently controlling the main character is standing is called 'World 2'
Several other worlds are not lit up.
This means that Josiah must start with World 2 first.
"Come up and be so rebellious? Let me see what you have. Muttering, Josiah pushed open the door to the room and stepped inside.
As far as the eye can see, it is a paradise scene.
Dreamlike white clouds floated around, and several bookshelves were placed one after another, each with a book on it.
After going through the way and looking through the integrated information, Josiah realized that the contents of these bookshelves were explaining the worldview of the entire game.
The princess is taken by the Demon King, and Tim needs to go to the castle to rescue the princess.
But it's different from the traditional story.
There is another content in these books.
That is, before the princess was taken away by the Demon King, she had lived with Tim for a while.
And it seems that Tim did something wrong, which made the princess angry, and then after a big fight with Tim, he left him in anger.
Then, the princess was snatched away by the demon king.
Tim regrets this and embarks on a path to save the princess.
"It's just an old-fashioned fairy tale that my grandmother won't want to tell me anymore. And the designers even added another, more old-fashioned ethical story. Josiah shrugged his shoulders slightly exaggeratedly and played a canned laugh again.
The entire live broadcast room is also full of the audience's 'lol', as well as some barrages.
"I've had enough, if it were me, I'd probably be out of this game by now."
"The painting style is inferior and the plot is vulgar. I really admire Josiah for still being able to keep playing. I'd suggest just switching to the next game, which I'm not even interested in reviewing. ”
"Is this the 'textbook' for Ready Player One?"
"What's going on in the head of their chief designer? How can such a work be used as a textbook? ”
"Is there a possibility, the number one player really can't think of a better plot."
“hahahahaha!”
Amid the laughter of the barrage, Josiah steered Tim through the white cloud corridor of heaven to the next door.
Push open the door, and a whole 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 art style resembles the 2D side-scrolling platforming scenes that occasionally appear in Mario Odyssey.
The background is blue sky and white clouds, and the feet are blue bricks and green tiles.
However, it incorporates some hazy oil painting techniques like Van Gogh's impressionists.
At least compared to the opening UI interface, the painting style in World 2 made outsiders like Josiah who are not very knowledgeable look at it, and they didn't dare to make a big deal about it.
The melodious Irish organ also takes people's minds back to the bustling streets of Central Europe.
Soon, however, Josiah found a new point to criticize.
Once in the world, as in many traditional trek games, the player moves from left to right.
and entered a teaching level that blends into the scene.
If there are several steps in front of you, the grass below the steps will be marked with the word 'space'.
Signal that the player can jump with a spacebar.
Then, in front of a metal fence in the shape of a fishing net, a '↑' sign appeared.
Indicates that the player can climb on it.
After crossing this area.
Josiah saw the first monster.
It was a strange guy with only a head and a pair of leather shoes walking around.
In terms of appearance design, although the appearance is different, it is obvious that this is the image transformation of the chestnut boy in "Mario".
Even the way to kill this big-headed monster is almost the same as in "Mario".
Jump, then stomp on your head to complete the kill.
Further on, it's time for the Collecting Elements tutorial display.
In front of the player, there is a huge puzzle standing here.
All players need to do is collect the 12 puzzle pieces scattered throughout the World 2 map, and then restore the entire puzzle to open the door to World 3.
Josiah looked around.
Overhead, there is a broken bridge in the air, with a pair of puzzle pieces on each side of the bridge.
If you jump up from the left, you can jump up the broken bridge on the left through steps of different heights and easily get the puzzle pieces on the side of the bridge.
However, the puzzle piece located at the broken bridge on the right is almost completely set up in mid-air.
No matter how much Josiah tried, he couldn't jump onto the platform on the right and go up to the broken bridge to get the shards.
"Maybe you'll unlock some double jumps later.,Even skills like wall climbing jumps.,Wait until you turn around later to get this piece of shard.,Many games will do this.,It's a very old-fashioned and boring setting.,It's purely to delay the player's time.。 Josiah shrugged his shoulders and continued walking.
After passing the beginner's teaching area, the difficulty of the latter increases slightly.
The ground begins to be divided by spike traps, suggesting that the player could jump into the trap if they are not careful.
There is also a cannon-shaped prop in mid-air, which will constantly shoot out clouds that flutter from left to right.
Players can simply jump on the clouds and wait for the clouds to take them to the next aerial platform.
And get a piece of the puzzle here.
And after the next aerial platform.
You will notice a reverse cannon not far away, and this time the cloud is moving from right to left, like a conveyor belt in the opposite direction.
Obviously, the difficulty has increased a bit, and instead of standing still and waiting for the cloud driver to carry them forward, as they did earlier, players will have to find the right time to constantly jump on the clouds moving in the opposite direction and move forward.
But it's still not a big problem.
Josiah easily made it to the back of the cannon in a few jumps at the right time, and got another piece of the puzzle.
Further on, we came to the edge of a cliff.
The cliff is bottomless, and from the perspective of the current standing, there is no way to see what is going on below.
Moreover, the cliff edges on both sides are also covered with spikes, as if to tell the player that if they are not careful, they will die.
Josiah was a little serious, and then found an angle to jump in the air, and shot the space the moment he rushed forward.
Tim also slammed down under his manipulation.
Just when Josiah thought that his wave was quite stable, almost in the middle of the cliff and descending, there was still some space from the spikes on both sides, and there was basically no accident.
The accident happened so suddenly that it almost made Josiah slap the table.
Because this cliff did not fall straight to the end as he imagined.
The walls on both sides of the cliff take on an S-shape as they continue to fall!
Although not as steep as the 'S', this slightly steep terrain makes it easy to catch off guard and stick on the spikes at first sight.
Josiah was also killed here.
After dodging left and right at the limit, he still didn't have time to react and died next to the spikes on the wall.
What made Josiah even more angry was.
The platform at the bottom of the cliff is also spiky!
There is only a small foothold next to it.
In other words, if the player initially jumps down, even if they dodge the S-shaped spike wall, they will die on the bottom thorn.
“oh! fuck! Josiah looked at the scene of the violent death, and slapped the table with his mouse-holding hand.
He hated this kind of game that forcibly kills the player.
He even believes that this is a sign of the lack of strength of game designers.
Originally, the players played well and were happy.
You're going to give me such a hand?
It's not that I can't accept difficulties or pitfalls.
But you also have to exist meaningfully, huh?
Why don't you see what's the point of arranging this set?
It only took less than 10 minutes to get me killed.
Don't talk about any 'quick reaction' shit.
S-shaped wall spikes forget it.
The bottom is also spikes, where does the player react when they first see it?
Even if you pinch the table and fall frame by frame, as long as the angle of the fall in front of you is not adjusted, it is impossible for you to jump to a safe platform in the back.
This designer did it on purpose!
He's just going to let the player die here, as if that's the only way to satisfy his sparse bad taste!
"Honestly, there's nothing new about the game's design, don't you think?"
"As a platformer-themed game, let's see what it does. The beginning is a simple beginner's teaching, and then it seems to coincide with the setting of his own game "Mario", and now he is doing this kind of disgusting player thing. ”
"I've been playing for 10 minutes so far, and I haven't seen anything newer."
"Let me make a bold guess, in the later stages of this game, it is nothing more than gradually increasing the difficulty of the operation, and then constantly obtaining various stronger props, combined with some various plotting player routines, until the princess is finally rescued."
"But if it's just that level, it's not even a bit interesting to impress players, let alone use it as a textbook for 'platform jumping'?"
This time, Josiah really wasn't embarrassed.
Because after watching it for ten minutes, including many live audiences, they all felt that this game was a bit strange.
You call it rubbish.
Not really, it's just a more traditional platforming gameplay, with an impressionist oil painting style + an Irish accordion soundtrack, which makes the game look and feel less terrible.
Then after the novice teaching, you can also get a glimpse of the increasing difficulty.
Basically, as Josiah said, slowly test the player's operation, and then gain various mechanics such as 'double jump', 'climbing', 'smashing', etc.
And such a game, if you make it into a side-scrolling combat genre like "Hollow Knight", maybe players can also get a cool point from it.
But the number one player made it into a head-stepping mechanism similar to "Mario", which directly dragged down the growth of the entire game.
What's more, you're going to have to use the game as a 'platform jumping' textbook......
"All I can say is that the game is really textbook, it's really like all 'platforming' is like that."
"It's such a 'textbook', hahahaha!"
"The number one gamer textbook I imagined 'Bold!' Innovation! Subvert industry cognition! 'In fact, the textbook of the number one gamer 'standard, decent, cliché'"
"Next one, this game isn't much to watch anymore."
"Instead, I can guess what's going on next."
"Very good, tomorrow's hot video of the TikTok game section, I've already thought about what to do!"
Seeing the audience's reactions of disgust, Josiah suddenly felt that it was done.
Everyone's emotions have been mobilized, and this game is basically enough to broadcast here.
Next, save more judgment for the next game!
But just when I was about to quit the game.
Josiah noticed something unusual.
He noticed that Tim had been killed by touching the spike, and the entire screen had not moved.
Normally, the interface will show the word 'GAME OVER'.
Or pop up the UI of play again, and let the player choose for himself.
Or simply snap back to the previous save point.
But in the game "Time and Space Fantasy", the death screen of the protagonist seems to be frozen, and the entire interface seems to be static.
It's as if ......
The game isn't over yet?
Is the death of the protagonist also part of the game's flow?
This weirdness made Josiah can't help but explore it again.
He searched for a long time, but he didn't see a button that said 'play again'.
There's not even an interface to start over.
At this time, there was already a sharp-eyed barrage that found that there was a small button prompt next to the protagonist Tim.
shift
and swiped the screen to let Josiah press the shift key.
And just after Josiah pressed it with a bewildered face.
The picture presented made his pupils widen uncontrollably!
The audience in the entire live broadcast room was also dumbfounded at this moment!
Fallback!
Like a movie rewind, Tim slowly recedes from the spikes of death.
Then he fell backwards from mid-air, and finally stood on the edge of the cliff he had just jumped on.
It was as if nothing had happened, the wind was gently blowing on the grass, and the clouds were drifting slowly overhead.
But at this time, the live broadcast room suddenly had a fault-like quietness.
It wasn't until a few seconds later that Josiah's exclamations broke the silence.
“W!!! T!!! F??? He stared at the screen in amazement, his mouth furrowed in amazement, as if he could put a fist into it.
It's not just Josiah's exaggerated reaction.
Even the foreign players who were still shouting to change the game quickly just now also swiped question marks all over the screen at this time.
“????”
"What just happened?"
"Shet! The game can still be designed like this??? ”
"Oh buy karma!! Player One retains the player's original path of action? How was this designed? ”
"I couldn't believe my eyes! The impact of this scene on me was too shocking!! ”
Let the entire live broadcast room suddenly set up the fryer, and time and space flow backwards.
Although this thing is nothing new in the global science fiction genre, and even in movies, including some fantasy themes.
In the game, it is occasionally used.
But what makes "Time and Space Fantasy" amazing is that it doesn't give players a more general idea like other time-lapse themes.
Let's say you go back three days.
You're back a month ago.
Or go back 20 years.
In Chrono Wonderland, you can rewind in real time what you did even a second ago.
And even if the character is dead, it won't end the game, but will allow you to go back to where you were before you died.
And the regression is completely one-to-one playback, how you walked before, whether you were rushing or jumping, it will accurately restore you frame by frame!
This setting is quite gripping.
Because it's intuitive enough! Just what happened just now, enough to have a visual impact!
Players can't help but feel a sense of wonder when they look at the pictures that are constantly regressing, and those that have been manipulated by themselves.
This design idea ...... It's amazing......" Josiah opened his mouth.
Originally, he was just the gold owner, and he needed to slander the number one player by any means.
found that at this time, his mouth could hardly say anything derogatory except praise.
Moreover, I even felt a little embarrassed in my heart because of the stupid designer who scolded him just now.
He just scolded the number one player because he felt that it was a trap that the designer deliberately left to trap the player.
But now that I look back, I realize...... This is not a trap, but rather a part of teaching beginners.
If the player doesn't die once, how can they better understand the mechanics of rewinding?
If the player is left in the same place for no reason, the shock is not as amazing as 'the protagonist jumps off a cliff and falls to his death, and then comes back to life and returns to the cliff'.
Moreover, this cliff is just right for Josiah to practice his skills.
The cliff is indeed unpassable as a first-sight killing.
But if taught as a novice in regression.
That's a lot simpler.
Players can even adjust their angle at will in mid-air.
When you see that the landing position is wrong, press shift to revert, and then readjust the angle.
Press and hold shift to go backwards for a longer time.
Tap shift to rewind only a few frames ago.
By constantly correcting the angle in mid-air, you can finally reach the safety platform below the cliff perfectly.
Besides.
Josiah also discovers a secret.
When he passes through the cliff level, he comes to a platform level that moves in mid-air.
He discovers that going back in time doesn't just set back the protagonist's actions.
You can also turn back the monster's actions.
In this level, he needs to transport a 'chestnut boy' to his feet through the aerial platform, and then step on its head to climb the jump height, so as to collect a piece of the puzzle in mid-air.
If it doesn't catch the chestnut, it will fall from mid-air and die.
All the player needs to do is to go back in time so that the chestnut boy can finally step on the moving platform and transport it over.
And in this level, Tim didn't do anything because he just entered the level, so no matter how he went backwards, Tim would stand still.
"This means that every time I pass through a door, my backwards cartridge is reset, and I can use this mechanic to adjust the position of monsters before I can make a move."
"It's starting to be interesting...... Josiah muttered to himself, his eyes becoming more and more focused.
The setting and gameplay of this game made him unheard of!
Soon, it took him a short time to collect 11 fragments in the entire world2, but he couldn't find the 12th fragment.
At this point, Josiah realized something.
Bridge!
On the right side of the broken bridge at the beginning, where I couldn't go up, there was a piece of the puzzle.
When he returned to the original area of World 2 with 11 shards.
After several attempts, it was found that it still could not pass.
Whether it's a normal jump or a reversal of time and space.
I can't jump to that height.
Josiah also gave it a try, putting together the 11 pieces of the puzzle first to see if it would make the 12th piece of the puzzle fly over on its own.
Unfortunately, the 12th piece of the puzzle still hangs proudly in mid-air on the right side of the broken bridge, motionless.
Just when he was at a loss.
There was a barrage to prompt him.
There seems to be a place to settle in this painting.
Josiah stared intently.
The painting depicts an ambiguous jigsaw puzzle of a man holding a woman underneath him, with only the top half of the painting, but the man is reaching for a bottle of wine on a nearby countertop.
The basket in which the wine is placed seems to be somewhat similar to the painting style of the Broken Bridge.
When the barrage swiped the screen and let him try it.
Josiah tugged at the corners of his mouth and smiled, "That's too...... How could it be...... Yes? ”
"Ah??? Isn't it, it's ......?? ”
As he spoke, he subconsciously dragged the painting with the mouse and manipulated it.
It turns out that when dragging the painting to the protagonist's feet and taking a picture of the spacebar, Tim can actually stand on top of the wine basket.
This interaction between people and paintings seems to make Josiah feel the absurdity of the dimensional walls being broken, but it is indeed surprising and unexpected.
Soon, however, new problems arose.
Tim has a limited jump height, and if the puzzle pieces are placed too high, Tim will not be able to jump on top of the basket platform.
If the position is too low, Tim can jump on it, but the low height will make it impossible for Tim to jump on the broken bridge.
"The premise of the game is that the player can only interact in one way at a time."
"If you control Tim, you can't adjust the angle of the puzzle."
"If he controls the puzzle, Tim will have to stand still, and he will fall out of mid-air because he adjusts the position of the puzzle...... fuc!!! Wait!! I have a bold idea! As if struck by lightning, Josiah shouted as if he had just woken up from a dream.
And immediately began to operate.
The key point of this operation is to go back in time and space!
The game will record all of the player's actions, including Tim's fall from mid-air!
In other words, you can boldly raise the height of the puzzle pieces.
Even if Tim falls out of mid-air, he can backtrack and get Tim back to the height he was standing at just now.
And seize the opportunity to make a small jump up, and you can come to the platform that has been raised a little.
In this way, little by little, it moves upwards.
Eventually, Josiah was able to send Tim to the broken bridge and get the last piece of shard.
And unlock your way to World 3!
At this time, he walked out of World 2, and the theme of World 2 was presented again.
【Time and Forgiveness】
"If we could turn back time, would we be able to make up for the mistakes we made?"
This meaningful sentence made Josiah's eyes widen.
The theme of World 2 is actually given to the gameplay when the player enters.
Players need to use time rewind again and again to save those moments of 'self-error'.
"That is, the theme of World 2 is salvation? You see, the first story is also told, Tim once made some mistakes that caused the princess to leave him, and even the princess was later taken away by the demon king. Josiah couldn't help but smack his tongue, and even began to analyze the 'old story that grandma won't tell anymore' that he had just ridiculed
Soon.
Josiah manipulated Tim into the world again3.
When I first arrived, it was still a paradise backdrop, with a collection of books still on the shelves.
After flipping through it, I learned some of Tim's previous stories with the princess.
Before the quarrel, Tim was always careful to take care of his relationship with the princess and try to reverse his mistakes.
Although the princess is very good to Tim, she has a serious desire to control, and she always claims that the whole thing is to be able to understand what Tim wants, so as to give him better love.
Tim feels suffocated and wants to run away from the princess.
Then, the story seems to have a jump.
Tim seemed to have embarked on the road of finding the princess later, and came to a castle, and in the distance, he saw that the wind had stopped, but the castle flag was still flying, and the bread in the kitchen was always warm, and there seemed to be a kind of magic there.
After Josiah finished reading the content quickly, he entered World 3 and the theme was presented.
【Time & Puzzles】
"If we could turn back time, would we be able to make up for the mistakes we made?"
"Huh?" Josiah was slightly stunned.
"Did this phrase just appear?"
"It's in World 2, Time and Forgiveness."
Doesn't this phrase represent salvation? How can it still appear in World 3? ”
With doubts in mind, Josiah embarks on a journey of exploration in World 3.
As he just said.
The difficulty of the game is indeed gradually increasing.
But it's not the player's actions that are added.
It's about whether the player has a thorough enough understanding of the gameplay of time and space rewinding.
In World 3, a completely new mechanic was introduced.
Green magic.
What is covered in this magic does not go back in time and again.
And there is also a tutorial level for beginners.
In the level, there is a door covered in green magic on the far right side of the screen, and a key that also glows green on the top left of the map platform.
All the player has to do is pass through the twisting platforms, pick up the green key, open the green door, and pass through the level.
But in front of the green door, there is also a heavy vertical stone slab, which is constantly falling with the passage of time.
When the slate is completely falling, 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 way he ran to get the green key was enough for the stone gate to close.
But soon, he realized the essence of the game.
Since green magic doesn't regress over time.
I could have asked Tim to get the green key first.
Then long-press shift to turn back all this time.
Tim will go back in time to the origin of the level, and the stone door will slowly open upwards due to the time rewind.
But at this time, the Green Key was always in Tim's pocket.
In other words, players who have already obtained the green key do not need to take a detour, and walk generously to the green door on the right and open the customs clearance.
In the second level, the use of green magic has been improved even more.
Just like World 2, the second level of World 3 still features two cloud cannons that fire from right to left.
Players also need to jump over clouds one by one and then work their way through the levels from left to right.
Only this time, the distance between the clouds is so far that a normal jump cannot jump from this cloud to the next in any case.
Josiah took a closer look and realized the mystery.
One of the cannons is also covered in green, and the clouds emitted are also outlined by the green edges.
Although from the normal perspective of time lapse, a white cloud and a green cloud are floating out from right to left at the same time, and there is a large gap in between.
But if you turn back the clock......
The green cloud remains unaffected, moving from right to left.
But the white clouds began to be controlled by the law of time reversal, and began to regress from left to right.
In this way, the two clouds are staggered from each other, making up for a large gap in the middle.
So that the player can get through it smoothly.
The appearance of this scene also surprised the barrage! Exclamations fill the screen.
Then, during Josiah's experience with the whole world 3, he found that the game was very well designed!
The designer skillfully arranges and combines 'objects that will be reversed by time and space' and 'objects that are not affected by time and space', allowing players to create a platform for themselves to pass through!
Yes.
Now that Josiah has finally discovered the heart of the game.
Players find their own way to create jumpable platforms and beat the levels!
It's a lot more fun than the traditional platform where you can jump.
And after playing World 3, come out and review the theme of World 3.
That passage is exactly the same as World 2.
It also gave Josiah more different insights.
At first, he thought that the theme that the designer wanted to express was 'redemption'
If the player can control the time and space rewind, go back in time and change some mistakes, they can complete the redemption.
But the emergence of the green magic of World 3 has completely subverted this concept!
"It is precisely because of these things that are not affected by time and space that this time, if we rely entirely on time and space backtracking, we will not be able to pass the level."
"This also shows that even if we start all over again, all we can change is our own behavior and choices, and we can't influence the choices of others, nor can we break the laws of nature."
Therefore, when we look back at this sentence, the meaning is even deeper.
"If we could turn back the clock, would we be able to make up for the mistakes we made?" Actually, the answer is no, we can't redeem anyone or anything, we can only redeem ourselves......"
The barrage is also a little less at this moment, and it is obvious that some players are also thinking about it.
Josiah, who observed this, couldn't help but sigh in his heart.
You know, the game "Time and Space Fantasy" is only more than 100M in size.
However, in the process of playing the game for half an hour, it not only brought players an impact on the gameplay design.
There are also thought-provoking metaphors that are integrated into the game.
This hazy expression creates a beauty that Josiah can't describe, and the meaning of the game gradually begins to grow.
This game...... It seems a bit of a surprise......
And as Josiah cleared the level more later, the status of this game in his heart became more and more upgraded!
It's time for World 4.
Once again, the gameplay mechanics have changed.
This time, the player's main character, Tim, seems to represent a timeline in his own right.
If Tim moves forward, then it means that time and space are passing normally.
If Tim goes backwards, it represents a step back in time.
If Tim stays still, the entire plane will stand still, and all monsters will remain in place as if the pause button has been pressed.
As for the brand new mechanics of World 5.
It's Tim who creates a shadow.
This shadow replicates Tim's actions from the previous round and has an effect on reality.
Let's say the player needs to get the keys on both the left and right sides at the same time.
Then you can run to the left to get one of them, and then go back in time to the original point, at which point the big stride begins to rush to the right.
At this point, a shadow will also emerge, repeating the player's actions from the previous round and running to the left to get the key.
In this way, you can meet the setting of getting two keys at the same time.
Time and space in the game go and go, but time in reality keeps passing.
Josiah was so captivated by the game that two hours had passed without realizing it.
And together with the barrage, I was amazed at the depth of this game's excavation of 'platform jumping' and the size of the brain.
"Oh my God! Why the design ideas of this game always surprise me! ”
"I thought it was already amazing to go back in time, but I didn't expect the designer of Ready Player One to deepen this gameplay again and again in the subsequent levels!!"
"And it's a lot of fun! It subverted my fixed idea of going back in time, and during Josiah's clearance, I always thought to myself, 'Huh? How can you design a game like this? 'Oh my God, that's okay with that?' How did Ready Player One come up with it? ’”
"This game company ...... It doesn't seem to be as bad as public opinion describes, right? ”
"This game is a great proof of that, isn't it? Bro, we should be a little more rational. ”
"Although this game has not been completely cleared up, I feel that it can indeed give people a lot of inspiration in terms of 'how to design novel platform jumping', and it can be regarded as a qualified textbook product, which is not an exaggeration for players."
Just when the barrage reviews are gradually improving.
Josiah's cell phone rang suddenly.
He took out a look at the text message, but his gaze changed slightly.
The gold lord seems to be watching his live broadcast.
And angry at his behavior of even giving praise after trying out "Time and Space Fantasy".
And the wind comments of the entire live broadcast room are gradually falling to the number one player, which makes the gold owner extremely unhappy.
Ask him to switch to the next game and stop wasting time on this one.
Moreover, the owner of the money has once again raised the price.
The originally promised reward of 100,000 knives was directly increased to 200,000.
As long as Josiah can lower the player's expectations in the latter two games, and expose the shortcomings of the number one player, which will attract spurning and insulting players, he will immediately transfer the reward to his bank account.
And, in order to reassure Josiah.
The other party has already made a payment of 50,000 meters.
After much hesitation, the reward of 200,000 meters was still too generous for Josiah.
He paused for a moment, then coughed lightly.
"Okay, there's not much more to say about this game, let's see the next game for Ready Player One."
"While it's true that the game is okay, you also know that not every game is so good."
“ummmm…… Then give this Dead Cells a try. ”
(End of chapter)