"Dream trip" defeat hidden gold jade

Source: Internet
Author: User
Keywords Evaluation dream trip
Tags balance based board games content create design developer developers

A few years later, when developers recall the work, they may feel awkward about graffiti on their own, perhaps regretting their eagerness to get shelved, but never feel ashamed of the quality of the game itself. The Dreaming Tour combines a professional Roguelike-style discovery flow with an innovative card battle system that distinguishes itself from the Magic system and recreates what was previously only achieved at the Sandra Plane Duel.

advantage

Abundant careers create huge differences through rich library and features, maintaining a delicate balance based on the randomness of the process among occupations. Monster features are designed to make the game full of new and often challenging characters. Massive unlocking elements

Disadvantages

Abuse level of the poor performance of the interactive screen design game process is relatively short

"To be honest, I would not draw at all ... I think most 11-year-olds are better than me."

--Peter M Whalen, developer of Dream Quest, said at the Touch Arcade forum.

"Why do you hurt my eyes?" May be the first sentence most of the gamers make about the "dream trip" game screen - it looks like the urchin randomly scratches the sketches in the drawing board The picture is scattered in each square of the map, distributed on the card surface of each card, so that every inch of space in the game screen overflows with the developer's self-abandonment of his lack of art cells. In knowing that this practice will only lead players are discouraged, Peter is still hesitant to complete his debut in the most humble way.

If you did not die because of this picture, you might be able to experience one of the best card games of the year

"Desperate journey" Desperate picture performance is not a product of speculation for poses: or students in school students do not have enough personal savings for their works as a budget, in the completion of a involving more than 300 pieces With more than 70 monsters and more than 10 professional game design drafts, he was hopelessly aware that the cost of stuffing art for the content far exceeded his own limits - even the cheapest price would require about Ten thousand dollars.

Peter is not lacking in self-knowledge, but self-sufficiency is the only viable option available right now. While he hands over 300 card designs, the Whalen family also provided him with affectional support: the game does not look like most of the content So rough images (such as images of most occupations and most monsters) are written by two of Peter's relatives.

A few years later, when recalling the game's development, developers may feel embarrassed about graffiti, perhaps regretting that they are in a hurry to get rid of a polished work, but he will never do anything for the game Ashamed of their own quality - "dream trip" to professionalism combines the Roguelike style of exploration and innovative card battle system, and created around the core of 13 different styles of occupation, each has a career Suitable for a variety of tactics, corresponding to different situations card deck ideas. With a system that is significantly different from Magic: The Gathering, the young man relies on his blueprint to reproduce the spectacular showdown that has hitherto only been achieved at Shandalar.

Do not be deceived by the unicorns eyes, it is using the corner you ... In addition, the lamp Boss will throw from time to time three wishes for you to choose one, each wishing the results are extremely unfavorable to you

The most fascinating of "Dream Trip" is to achieve a seamless combination of city exploration and card group building: Follow the Board Games Traditional card games often have to set aside a special step, allowing players from the huge library Sorting out the deck they need, but the "dream trip" completely abandon the process, replaced by the construction process is divided into the player adventure every step of the process, the card group expansion and streamlining are derived from the road Trophy, treasure chest, colored shops and upgrades.

Each death will bring progress, in the unlock card, occupation and enhance the attributes, while the players are also growing awareness of the growth

Despite the lack of decent tutorials, the game's card rules are not puzzling: Imagine a turn-based RPG everywhere and then replace all instructions (including attacks, spells, skills, etc.) with a card, with players and enemies Of the hand is the instruction that is executed every turn, and complements or subtracts the resources according to their type ... However, this simple and neat rule weighs only about the same as the cover of a book in the game and turns over this page , The system will show an astonishing thickness.

According to the developer's idea, the "dream trip" a single process, but only 30 minutes (the game only three underground city), but for those who have not experienced the "Magic" and other board games card player experience , The first clearance "Dream Trip" can take nearly 10 hours, during which hundreds of deaths are filled and the learning process runs through - the player needs to master every enemy character, Familiar with the meaning of each card for each occupation, foresee what adversity they will face in order to be adaptable and take precautions.

There is no match between players in "Dream Trip", but the whole process of the game is the wits of players and game developers. Every enemy is a well-designed product, not by the number of winners of the younger generation. As the dungeon layer deepens, the strength of the enemy's growth will be far beyond the numerical expression: weak physique will give the player a fatal blow with a series of dazzling magic moment; thieves can make a dizzying batter, so that Players have no paroxysm power; priests will shield and cure the shrinking in the corner of the battlefield, smoothly by retaliate retaliation opponents ... ... Even the ordinary enemies scattered in the roadside, are able to reproduce the players common brand ideas , In addition to more "cloning" such a vicious existence, directly copy the player's deck and players battle. Any set of targeted cards will be tightly controlled by a specific type of enemy, for example, a Slamdack deck will have no use in the face of a ghoul because the monster's character is to die after five rounds, but before death Without any harm, the opposite of the enemy is the zombie: the player must be eliminated in the five rounds after being bitten in the opponent, or they immediately killed ... And these are only Zabing, many Boss complexity and difficulty far On top of that, each one means more rigorous testing.

Zombies and ghouls on the opposite of the player's tactical requirements, one need to make every effort to destroy the enemy in five rounds, one need to shrink in as many as five rounds, the pursuit of defensive effects

Players in each step in the dungeon accompanied by a random ghost, from the dungeon of the terrain, the type of enemy to the trophy, the goods store, from the amount of gold coins and experience to the role of reward items when upgrading ... ... There is no content Is fixed, and each process and every character is unique. It takes a lot of luck to build two sets of the same cards, while failure and death will fill up the intersection of most adventure routines. The developer of the game may not be able to convince every player to accept the rationale of frequent deaths, but he does try to heal the trauma that the failure might cause: The death in the Dreaming Tour does not mean to go to naught but accumulate The transition with inheritance. Rich achievement system and unlock elements always record the progress of the player Raiders, specific to each step in the player in the dungeon and the output of each injury, according to these progress, the achievements of the system will gradually open more cards, permanent promotion Initial properties, or unlock a new job. The use of system reward points, but also can skip the progress of the accumulation process, directly to unlock the achievement and its corresponding content.

Altar is a double-edged sword in random encounters. Depending on the deities, different levels of gain and curse are given to both players and enemies. With specific card sets, it is possible to play a multiplier effect, but if the character Different, the result will often be very miserable

Ultimately, you may also sincerely appreciate the talent of the game developer's painting: for example, this "throat", a handful of pen vivid to show the player severely grabbed the caster's neck strength ...

Random sea of ​​ocean is unmanageable existence, but this does not mean that the player can only drift: each dungeon according to its distribution of a fixed type of enemy, each occupation in accordance with its characteristics have a fixed area of ​​growth, in the streamlined Decks, with plenty of means of check-outs, can even control exactly the hand per turn. Daguai and the order of the cards, the choice of career growth direction, the accumulation and consumption of gold coins, the use of facilities, the pros and cons of trade-offs ... ... in the card game and explore the two levels, the game reserved for the player's skill The adequate growth and development of space, creating a luxurious depth and breadth.

As a student was born during the practice, "Dream Trip" will not be perfect works of nature, the game in addition to well-considered design results, but also mixed with some of the elements to be discussed in the bad, as well as the picture level users Interface: Some cards that have been put into a weak group on a balanced scale (eg, Elemental Attacks) can only sit on the cold bench during the selection process of any deck, and some enemies (such as Sphinx) Intensity directly declares a single card set to be void, giving the player a frustrated experience of no fight back; the interface of the game is far from intuitive and most of the interaction elements do not appear in a comfortable place. The UI and Font size is very unfriendly for iPhone users (developers are fully aware of this issue, and promised to be amended in the next update), and the lack of necessary help and documentation, players may need to explore for several hours to be aware The purpose of the equipment slot attribute is to allow equipment cards to work in combat without being typed as hands Fortunately for the reader to save these groping time) ... ...

However, these flaws can not completely cover up the outstanding works of this work, after all, is the game developers will be all natural talent into a single project on the crystallization: We have seen a lot of the charm of the game due to the short board effect and severely damaged, but was Short board around the "dream trip" and no regret, it is sufficient to rely on a single outstanding outstanding performance neglect shortcomings. After experiencing the fun of exploring, building cards and cards, you'll find that rude images and amateur-level UIs will not stop you from enjoying the game, and you'll truly want the game to take longer to grow Give you a chance to get the best deck of ideas in mind, and you'll be eager to meet all opponents with a rock-solid preparation, overwhelming the enemy's full-fledged features and you'll want to have more such outstanding cards on your mobile platform Card game.

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