图片
Don't laugh, I know the name “Eliminate Love Elimination” sounds like a female-oriented casual game three years ago, but after playing it for two weeks, I seriously feel that this immortal-themed elimination game actually hides an underlying mechanism that is very suitable for a moba or chicken game.
Let's talk about the hierarchy first. Each time you pass a level in the game, your cultivation will be improved and new character skills will be unlocked. This sounds like a single-player PVE, but if you think about it carefully, if you change it to a 1v1 battle mode, and the two sides compare the elimination speed, the number of combos, and the release timing of special props in the same level, it will be a completely micro-managed + resource management arena. Today's speedrunning rankings are already a little bit like that, and all the masters need to compete is a real-time match.
Let's talk about off-site props. There are currently two types, one is the "talisman" that takes effect directly at the beginning, and the other is the "immortal weapon" that triggers conditions in the game. There are hidden balance risks in the design of these two props - for example, the effect of the talisman obtained by high-level players is too powerful, which will compress the operation space of low-level players. But on the other hand, if the official can control the numerical curve, this difference in props can actually create a strategic game: Do you choose a stable defensive talisman, or a high-limit critical strike weapon? This is rare in casual games.
The style of painting is really healing. The ink painting and the elimination of special effects are surprisingly consistent. Moreover, the combo feedback of the elimination game is very good. The animation of golden light exploding every time the five elements are eliminated runs extremely smoothly on the mobile phone 5.0 system, with almost no frame drops. This shows that the developer's performance optimization is passable and the frame rate stability of competitive scenes is guaranteed.
The charging mode is 0, free with no in-app purchases. This is most important. There are no powerful props that can be used for a fee, and all off-site content is unlocked by completing levels. This means that if a competitive mode is added in the future, the starting point between players will be relatively fair. Unlike some elimination games where you can buy unlimited stamina bombs by charging money, this game relies entirely on technology.
Of course, the current gameplay has not really launched the competitive module, and the upper limit of operations is also limited by the randomness of the elimination logic. But as an old viewer who pays attention to KPL and LPL, I really feel that this framework of cultivation and elimination has the foundation for high-level duels. As long as developers are willing, they can refer to the rules of Tetris battles or intellectual competition games to turn the level into a real-time battle that switches between offense and defense.
If you are like me and are curious about whether casual games can be played, you might as well give it a try. If there is an e-sports model in the future, the pit you and I dug in the novel section can be regarded as an ancient prophecy. 😉
(By the way, remember to come back and exchange prop matching ideas when you reach the base building stage. I'm stuck in the Golden Core realm and want to copy my homework.)