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Chapter 46 - 46 - Game Modes

The battle was incredible.

'I guess now I can understand why so many players are so obsessed with dungeons... if just a battle like this was so intense and fun, what must it be like to fight real monsters? ' I asked myself curiously.

But thinking that what made my battle so fun and satisfying was the incredible music playing in the background and the battle perfectly matching the rhythm of the music, I began to reconsider whether battling monsters in dungeons would be that much fun.

The sensation of cutting through the Goblin's flesh at the perfect moment to the beat of the music was incredible.

And that's considering that the music wasn't even perfectly synchronized with the battle, since my body couldn't reach a corresponding attack speed to imitate every note of the song's guitar.

Even though I had achieved [A Rank] as a result of the battle, I wasn't completely satisfied, after all this was a Goblin that represented only 30% of the power of an F Rank monster.

But considering that this was my first battle in a combat style I'd never trained in, that wasn't so bad.

To continue developing the game, I would also have to develop other combat styles.

Combats for Mage Players, for Archer Players, for Healer Players, for Warrior Players.

Each combat style would need a different Goblin with a different set of memories with different attack patterns to work for the different styles of Players, but that wouldn't be a problem.

It's not as if I'm in a rush to do this.

I could first just make all the Goblins for all the songs I have planned for the 4 main combat styles on Easy difficulty.

Considering that I selected 10 songs to use in the game and that each Goblin on Easy difficulty would take around 100 MP to make and that if I meditated I could make 2 Goblin a day, I would still need 20 days just to make those 40 Goblins.

In those 20 days my maximum MP would increase by another 40 points because of the Runestone, leaving me close to 150 total MP, which would perhaps be enough to develop the Medium difficulty for the Goblins.

With the 40 Goblins on Medium difficulty developed, the game could finally be released.

The Medium difficulty would be enough to satisfy most of the F Rank Players, and by making it clear that higher difficulties would come in the future, they would be excited to keep playing.

Not to mention that I could use the Mana generated in the game to develop the Goblins on Hard difficulty even faster.

So, not worrying about it, I left the game and started meditating, recovering my MP as quickly as possible.

After a few hours of meditation I returned to the game and made the Goblin warrior to the second song I had selected for the game.

This was a song that touched the heart of every GearHead in my previous world, a song that just made people's body hair stand on end and the image of an iconic mountain in Japan appeared with a black and white Toyota AE86 gliding around the curves.

Unfortunately, Japan's territory was completely destroyed in this world with a High Rank dungeon that broke out in their country on a scale that the Japanese Supernaturals couldn't handle in time.

While the monsters were destroying the island of Japan, the UN got together to deal with it and millions of Japanese managed to be rescued and transferred to another country until a new territory was ceded to them.

After months of negotiations with the Japanese being treated as refugees, an agreement was reached where China sold the territory of Hainan Island at exorbitant prices to be the new Japan, and countries around the world came together to help pay for this natural disaster for the Japanese people.

Although this song is not in Japanese, the image it brings is completely Japanese.

[Deja Vu]

In that world, Eurobeat even existed, but it was only a niche musical style that hardly shook the rest of the world.

Considering how much I liked this music, I had to bring it into this world.

But while I was playing this song, in the middle of the battle with the Goblin, I started to think of an interesting idea.

As the Game Core was empty, the battles so far had only taken place on a black background.

'What if I decorated the surroundings of the battle to represent the feeling of the music and give it a more interesting atmosphere?' I thought excitedly.

As this was a battle, the level of detail could be low, and with System's help, the cost of doing this wouldn't be too high either.

While [Through the Fire and Flames] would benefit greatly from a battlefield full of fire and flying lightning, [Deja Vu] would have the atmosphere greatly improved with the image of a high-speed highway chase.

Players could duel with the Goblin in the body of a moving truck while several cars were racing around the truck in an illegal street race.

Thinking about the other songs I'd chosen, I started to get excited about how to do this too.

Sure, this would be an idea for the future, since it wasn't my priority at the moment, but I'm sure the Players' immersion would be even greater with this happening.

Excited, I did battle with this Goblin and was sure that this game would be as successful, maybe even more so, than Runestone, considering how much fun it was.

Just by changing the musical style from a metallic Rock N'Roll to an upbeat EuroBeat, the battle against the Goblin had a glaring change!

The personality of the goblins was altered to match the style of the music, so I had to work hard to understand this Goblin and learn how to deal with him.

With what I learned in this song, I'm sure that if I went back to the other song I'd be able to make the Goblin even less alive now!

And the fact that the battle wasn't choreographed meant that I had to really learn how to battle with the Goblin, rather than just memorizing where I had to attack and defend each time, which was amazing!

Over the next few days my time was spent just developing the new game and monitoring Runestone to see if any problems had arisen.

On the second day two new songs were added: [Bad Apple!!!] and [Megalovania].

On the third day two new songs were added: [Bad Guy] and [Unholy].

On the fourth day two new songs were added: [Believer] and [Dope].

On the fifth day the last two songs were added: [Taki Taki] and [Winter of Vivaldi].

With this selection of 10 songs, I was confident that at least one song would please every player who tried the game.

Sure, there were still more musical styles I could explore in the future, but thinking about the songs I liked best for this style of game in my old world, this selection was the one I liked the most.

After adding all 10 songs in Easy Mode for the warrior battle, over the next few days I started adding Goblins for Mage battles, which is the style I intend to pursue for myself in the future.

In the last 5 days I kept practicing with the sword and at that point I had already achieved S Rank in all the songs in Easy mode for warrior, so there was no reason to keep practicing that.

The battle against the Goblin for Mage Players would be completely different, since they don't rely on physical attacks like other Players, but on magic.

In order to follow the rhythm of the music and take advantage of the Goblin's openings, it would be necessary to adapt magical abilities to the tempo of the music.

The first thing the mages would notice is that the Goblin wouldn't attack directly with sword blows unless the player got the rhythm wrong.

He would defend himself with his wooden shield at moments of low intensity in the music and open up during the more intense chords or crescendos.

The mages would need to align the spells they cast with the music, and the right timing for each spell would be crucial.

As the Mages' spells were more varied than the way the Warrior Players attacked, I had to be very careful not to make it too easy or too difficult for the Mages.

The Goblins had magic defense totems that failed at certain times, or that deactivated during attacks but forced Players to choose whether an attack or defense was ideal based on the rhythm of the music.

Honestly, despite my great preparation, I had to leave the most complex part to the System to develop for me, which increased the cost of each of these Goblins to 115 MP, but which was still an acceptable amount for me.

Seeing how many Goblins I'd already made and realizing that the game was taking shape, I was excited to see how it would turn out when everything was ready in a few days' time.

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