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Chapter 109: Players, Good Luck!
With the coiled swords that Gundyr, the Judge of Cinder, snatched from him, the statue-like boss began to revive. Meanwhile, Alex had already activated the dual-wield mode of his chicken drumsticks and roared with the combat skills built into his weapon.
Then, while Gundyr was still trying to get up, Alex began to swing his chicken drumsticks at him. The boss's health decreased at a noticeable rate.
He circled around before his opponent could, and with a powerful attack as if splitting Mount Hua, Alex easily rolled behind Gundyr, firmly gripping his stamina bar to ensure he always had one bar left before continuing his attack. The chicken drumsticks he wielded on both sides repeatedly hit Gundyr, who in the game suddenly stumbled, lost his balance, and fell to his knees. Eric and the others nearby knew that the chicken drumsticks had stunned him, leaving him rigid.
In front of the kneeling Gundyr, Judge of Cinder, Alex, as before, calculated his attacks carefully, making sure his green stamina bar didn't run out completely. Soon, with only half his health remaining, he became paralyzed, his entire body wrapped in a black substance, transforming into a giant serpentine form that stared at him.
Taking advantage of Gundyr's transformation, Alex landed two more blows with the chicken drumstick he held in his hand. The transformed Gundyr jumped high and launched an "Overwhelming Move," but Alex dodged it with a skillful roll, using his invincibility. He then continued to hit him with two more clubs, draining his last bit of life.
With a roar, Gundyr collapsed to the ground.
"Very good! The combat system and animations are excellent. The team will continue to test it."
"As for the game's values and difficulty, this is it. After all, being the first boss players face, it shouldn't be too difficult," Alex said, looking at the crowd.
He was very satisfied with the game's testing results so far.
First, the visual aspect has improved significantly compared to the previous game. This includes the blood splatter after attacks and the interactive destruction of the environment. They are all exceptionally good. For example, Gundyr's sweeping blows damage the bricks in the courtyard.
Of course, this is just a visual effect. For example, Gundyr's halberd hitting the ground creates cracks, but not a dent. As mentioned before, while this does not affect the game's content, it does provide some feedback to the player's experience.
Although it is not a main feature, it adds a subtle touch, allowing players to subtly immerse themselves in the game.
As for the main difficulty, Alex was not exaggerating; so far it feels quite acceptable.
Remember, Gundyr had a nickname in the previous game called "the boss that discourages players from playing." This served as a reminder of the game's nature. If you can accept it, congratulations! A new world opens up before you, and you might even unlock special attributes.
But if you have already experienced Gundyr's invincibility and have reached a point of total despair, requesting a refund before the deadline expires would be a more sensible strategy.
Of course, there is another, more direct method, one that many PC Souls players have chosen, even in previous lives. It involves becoming a master of the Wind and Moon Spirit Sect. To put it more directly, it involves using a mod.
Some players want to experience the game's story and gameplay firsthand, rather than relying on videos, but their skills do not allow it. Mods are, without a doubt, a good option. Honestly, as a game developer, Alex does not have many prejudices against players who use mods to play single-player games. It all comes down to choosing how to play.
However, those who use mods must be aware of some limitations. After all, Dark Souls is not an exclusively single-player game. If you play online instead of offline, you might encounter invasions from other players while you are in the embers state. This is a game mechanic. After all, while there are benefits, there are also risks.
Therefore, for this aspect of the game, Alex was also inspired by the previous version of Dark Souls. Players can use cheats, but after using them, their save files will be marked as inaccessible to normal players.
When connecting to the network, they will be assigned a unique server, occupied exclusively by cheaters. Using hacked save files also prevents players from getting the corresponding achievements.
Additionally, there are some common aspects of online gaming, such as stat balancing. This prevents players from deliberately leveling up a high-level character, relying on their equipment stats to become a high-ranking and highly paid king, and then invading the world of rookies who don't even know what to do with their embers.
"But, Alex, won't the difficulty be lower?" Lisa, who was unsure of the situation around her, opined.
"Yes! It feels a bit like a mowing game. The bosses and monsters are a bit tough!" Jane nodded.
"So, Alex, is Dark Souls a lawn-mowing game?" John from the marketing department also asked. After all, the game's tag is crucial for its subsequent promotion.
At that moment, Eric and the other combat system planners were bewildered.
'Too easy? Unreliable? Mowing the lawn? What are they talking about? Are they planning to kill the players? And why is Alex so powerful?'
Eric and the others had conflicting expressions. The game was going well, and so were they, so the only problem was Alex!
'Who would have thought that their Alex was actually a video game expert?'
Observing their expressions, Alex smiled and waved his hand: "It's mainly because I know the boss's attacks, so I can handle them easily. Normal players still need some practice."
'So that's all it is!'
Everyone suddenly realized, but they all looked at Eric with strange eyes.
Although no one said anything, Eric and the others understood what they were saying. The general question was: 'didn't you also participate in the design of the numerical content, the boss animations, and the combat system of Dark Souls? Is this the game you've been saying is too difficult? Are you sure you're not bad at it?'
After Alex left, Eric huffed and got up from his chair, watching everyone's looks. The rest of the combat and action system designers nearby made way for him. There was no verbal exchange, but their actions were remarkably coordinated.
'Simple? Well, try passing the torch.'
Those who expressed their dissatisfaction took their seats, ready to experience it for themselves.
Half an hour later, everyone's expressions became more complex.
"I'll tell Alex later. Maybe we should add some death achievements to the game, to ensure players get rewards and comfort even after they die," Lisa said first.
"After dying, I think the screen could start with a scarlet color, then gradually change to dark red, and then to grayish white. Also, the font for the 'You are dead' sign could be improved a bit to make players feel more comfortable," Jane said with a complex expression.
Everyone looked at each other, understanding each other's intentions. Players wished them good luck; it was the least they could do!
John, standing next to him, had the look of someone who had been fooled by the game. It's easy to handle. But what about him? What kind of tag would he use to promote the game?
Thinking about Alex's game screens and then his own experience, John was confused.