"Spirit Beast Cultivation Story" is an interactive casual game with the theme of shan hai jing. Although the painting style is a bit old, it is still quite cute. There are also favorite types of grooming and dress-up gameplay. I hope to polish the plot and gameplay well and have a better game experience. After all, the painting style and art of the small factory are not dominant, relying on these soft powers.
The Zhongshan Haijing of spirit beast cultivation has appeared many times in the game, but it is not satisfactory. First, let's talk about how to get spirit beasts. Whether it is the difference between capturing young beasts in the scene or hatching eggs in spirit beasts, if there is a battle system, spirit beasts can choose to evolve branches autonomously and fuse breakthroughs, which requires huge data support. I hope that the official can try to be as detailed as possible.
Interactive systems are important. If "Spirit Beast Cultivation Story" can only be simple chat interaction, it is no different from playing a single-player game. Appropriate business interaction patterns can be added, such as stalls, pawn shops to increase the circulation of money, which can be materials, spirit beasts, skill scrolls, spirit beast costumes, and so on.
At present, all major websites have various forms of games with the Classic of Mountains and Seas as the background or the addition of color elements. In general, some of the drawings are very delicate, some of the game modes are very attractive, and so on. But it still didn't feel good enough. It may be limited funds, the server is not working, and so on. A variety of problems lead to less than expected, or to be more perfect. Making a game based on the setting of the Classic of Mountains and Seas requires sufficient knowledge of the Classic of Mountains and Seas. And, if there is a combat mechanism, how do you define the abilities of those goblins? Can't you make up for each goblin's abilities one by one and diverge like a tree? Can the story gameplay collect all the monsters and import them?
All kinds of problems are overwhelming, which is a huge challenge for the makers of the Spirit Beast Cultivation Story game. A vast worldview corresponds to a huge amount of engineering and a huge system. If there are too many things that take up huge amounts of memory, it is unknown how players will respond. Conversely, in the case of simplification of things, can interest be guaranteed, and how can the subsequent attraction to players be guaranteed?
If it is the corresponding plot of the evolutionary class? I hope to see the thinking and dialogue of the spirit beast, and prefer to have a lot of copywriting content. In addition, if you can, I hope to add the story of the growth of the spirit beast, or the setting of the spirit beast in the book. If you break away from the original setting just to be cute, it feels a bit similar to the current game. Finally, it would be more interesting if there were some random events, or if it was possible to take the Spirit Beast out and take part in some Meat Pigeon levels to get different effects by carrying different Spirit Beasts. But after all, if you want to make money, you can't avoid some popular routines and hope to make a good game on the basis of making money.
Overall, Spirit Beast Cultivation Story is a casual placement game for Buddhist players. The spirit beast is still very cute. In addition, it is great to be able to switch vertically to the form freely, and the juvenile and mature stages, humanoid and animal forms can be freely chosen. Interested players can experience it.