图片
I saw someone talking about "I want to go to space" on the forum, and I happened to see a video that made the list two days ago. I came down to try it out and say a few words. This game is essentially an evasion game. You control the character to fly up and dodge the lightning and that's it. The overall framework seems simple, but if you think about it more deeply, you will find that it actually hides a very particular set of competitive logic - it does not play with you in terms of numerical values, but instead puts all the variables on on-the-spot reaction and route planning.
In the competitive environment, the most noteworthy thing currently is its "pseudo-random" lightning distribution. You could say that it takes care of new players. The lightning bolts at the beginning always leave a safe path; but if you want to get a high score, the lightning in the later stages will obviously be in groups, forcing you to change your habitual left-dodge and right-dodge operation. Those who post high scores in the forum now, carefully watch the operation video, almost no one takes the middle line, they all move close to the updraft. This is the optimal solution evolved from the environment, a bit like the sudden emergence of a bilateral system in a certain version of KPL. Once the understanding of the version changes, the entire play style will change.
Balanced design is another style. It doesn't make any difference in character skills. Everyone is the same. The only variable is the skin you change. The good news is that the skins are all free. I must like this point. There will be no such disgusting things as "only characters with krypton gold have hidden judgment ranges". The bad news is that I suspect that the size and visual focus of the different skins will give players a subtle psychological hint of "feeling better to hide". For example, the pink rocket skin is visually shorter than the default one. Many people say that it is easier to control the rhythm with that skin. This is the classic "skin psychological inertia", which can also be regarded as an implicit balance issue, although the official certainly did not think so much about it.
Ultimately, the most fatal problem with its competitive nature is the lack of direct confrontation between people. You fly yours, I fly mine, and the final ranking depends on who makes the mistake first. It's like watching a track and field competition. You are competing with yourself every step of the way, and the whole point of watching is how long you can hold on without losing track. However, as a small-scale game, it does the "pushing the limit" thing very purely, and does not force you to do daily tasks like going to work. This is actually a good thing for the competitive environment. Everyone's mentality will not be too inflated, and it is quite clean to play.
My advice to casual players and light operators is not to play this game as an e-sport. It is most comfortable to play it as a "five consecutive challenge in fragmented time". It's not a bad idea to practice your reactions occasionally and feel the thrill of your body breaking through its limits. Of course, if the development team can add a real-time battle mode in the future, even if two people compete for a track, the game environment may be more than twice as exciting as it is now. Wait for an update. 🤔