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Brothers, today I am not playing jungle or squatting. I opened a "Emotional Literature" section with a unique style of painting, and suddenly I wanted to talk about a small game I just finished, called "Jushen Chuang Yi Chuang". Don't rush to close it. I know this section usually talks about love and hatred, but I played this game with the idea of ​​​​our "e-sports observer" and actually tasted a bit of BP game and version balance, which is quite interesting.
Let me start with the conclusion: Although this game is a stand-alone puzzle game, if you regard it as an "operational game", then its competitive environment and balanced design actually have something to offer. 🤔
Its core logic is not operation speed, but "resource insight". It's so cold, little lady, the dilapidated house is leaking, so you have to fix the windows and light the stove. Isn't this a disadvantage in early laning? Isn't it necessary to rely on operations to supplement development? There are only those interactive props given to you in each level. How to use them and which one you click on first is your "output order". The fault-finding mode is more like a game of consciousness. You have to find the only "breaking point" in a seemingly calm scene, just like finding mistakes in the opponent's C position in a team fight. It tests your observation skills, not just your nerves.
In terms of balance, I have to praise it. Have you ever seen any puzzle game that has a gradual difficulty curve like the KPL playoffs? The opening is so simple that it can be regarded as a novice tutorial, but the middle part starts to burn my brain, and the prop combination becomes complicated. Sometimes I see a stove and a pile of firewood, and I have to be stunned for two minutes and think about "which one to use to trigger which one." This planner understands the "version rhythm", and there is no frustration of suddenly giving you an unsolvable boss. If you get stuck and re-enter the scene, the idea will be clear. This "error tolerance" setting is very friendly and will not make people want to drop their phones.
Of course, there are also areas that need to be "complained", which is what I feel is the "unbalanced version". The "little sister" character in this game does not need attack power but "life-saving ability". All the puzzles revolve around "survival". But in the later stages, the prop prompts in some levels are too vague, like the kind of murderous intent hidden in the army line, and you have to mobilize all your "map understanding" abilities to find it. For purely casual players, this may be an "exceeding hero", which is too brain-consuming; but for players like us who like to dig into details, this is the source of "highlight operation", which directly increases the sense of accomplishment.
I think it's quite appropriate to put it into "emotional literature". When you repair a house or light a stove, it is essentially an act of "giving care." You invest time in figuring out each level, much like running a relationship, observing her needs (which window is leaking), and then providing help (finding a board to patch it up). This kind of "interactive emotional investment" is more practical than reading a text description.
Finally, let's talk about the operating environment. It needs to be adapted to the 5.0 system. My old phone runs quite smoothly. The charge is 0, it's pure “power generation for love”, this point deserves a thumbs up, it's much better than some that sell values ​​​​under the banner of competition.
So, if you are tired of playing the confrontation road and want to have a relaxing "Dream Brawl", or want to prove that although your hand speed is slow, your "consciousness" is still there, you can try this "Gathering Gods". Maybe you can find your own "penta-kill" moment in finding trouble. 😌