
Let me tell you an interesting thing first. I was using this game as a background sound player, but I almost smashed my phone because my hand slipped. Because the barrage density is so outrageous, people with trypophobia should be careful about it, but with the electronic BGM, it has an unexpected sense of place. This game is a Roguelike barrage shooting, a combination of random levels and weapon entries. To put it bluntly, it allows you to jump repeatedly in a pile of bullets, and you can die and start over again.
Talking about e-sports events, the versions of KPL and LPL have changed quite a lot recently. I often think about a question when watching games, which is the relationship between the upper limit of players' operations and the planning of game numerical values. In fact, the same goes for "Galaxy Battle". Although it is not on the playing field, its concepts of "position prediction" and "resource management" are similar to the jungle rhythm in MOBA. If you look at those high-level players of barrage games, they won't panic. It's like they can see the gaps between the bullet trajectories. This kind of grasp of the time window is the same as the judgment of the timing of starting a group on the field.
It wasn't until the third chapter that I figured out the ins and outs of this game. It's not only a reaction test, but also the operation of the brain. Some weapon entries are suitable for clearing barrages, and some are suitable for single-target bursts. The shield value and energy tank must be balanced. Some powerful weapons require sacrificing movement speed in exchange for damage. This kind of setting, please check it with us to see if it is the same as those top players who play BP games and calculate damage and kill lines on the field. A strong version is also important in a single-player map, but sometimes a laser gun that feels smooth can't defeat those unpopular shotguns.
The charging model of this game is 0, and the platform rating is 5.0. It relies purely on difficulty and enjoyment to retain people. To be honest, everyone has watched a lot of mobile game events that are highly watchable nowadays, but for hard-core single-player games like this, you can only experience the "sense of fair competition" against the system after you get started. There is no need to look at the faces of teammates, and there is no need to complain about version traps. If you die, it is because your positioning is not careful enough.
I posted this post in the music section to ask, when you listen to those ACG songs, do you feel itchy to start a game with combat tracks? I'm not a storyteller, and I don't have much empathy for the sci-fi background of "Aisa" escaping. What I want to play is the adrenaline rush of going through a hail of bullets.
Finally, I would like to say that this game is unlikely to be used as an e-sports event because the viewing cost is too high. But its test of key position accuracy and psychological stress resistance is really not much lower than the daily training of professional players. If you want to challenge yourself, you can give it a try. When you get stuck, remember to come to this section and play a burning song, and then you will find that you can hold on for another thirty seconds.