It took me another 9 days to finish all the Goblins on SyncStrike's Medium difficulty.
One idea I've had over the last few days is that just as I used Megalovania's iconic skeleton as the Hard difficulty enemy, as well as adding more effects to the battle and background scenery of that difficulty in this song, I could do the same thing for the Hard version of the other songs too.
This would not only make the songs more striking and less generic for players, but would also create unique combat experiences, training them against more powerful and more complicated enemies than those they would face in the dungeons.
At this point, all the game's settings were ready, both the various maps of all 10 songs that the game would have at launch, and the mountain cabin setting had been better worked on and was now more comfortable and cozy than the original cabin I used in the game's Beta in Runestone.
In those 9 days, Runestone grew tremendously again because of the publicity that the release of the song on MeTube had.
Unfortunately, the boom in new players that the song brought in was falling a lot, so the game didn't grow much in the last two days.
But I already imagined that something like this would happen, having a Supernatural population of only 3.9 million people in California, not all of them were Players, many were Players above the F Rank, which meant that the total amount of Players that Runestone could reach was not very high.
Even more so considering that Runestone had the limitation of not training Players physically, many Players would stop playing Runestone to use their Mana to train for safe battles against monsters while using the rest of their day to train physically in gyms, where they would have gains like in Runestone but without having to spend the limited Mana they had.
But looking at the growth of almost 10k average Players online, in addition to the total amount of MP stored in the game, made me smile a lot.
|-----------------------------------------
| Game Status: Runestone
|-----------------------------------------
| Total Players: 54,896 -> 71,364
| Average Players Online (24 hours): 33.301 -> 43.291
| Game Rank: Rank F
| Mana per Hour (Players): 1 unit
| Mana Stored in Game Core: 17,207 -> 42,337 units
| Mana Yield (24 hours): 1,998 -> 2,597 units
| Conversion Rate: 80% (New players who become regulars)
|------------------------
| Available cards: 240 (Common, Rare, Epic and Legendary)
| Cards Used per Match (Average): 17
|-----------------------------------------
With Runestone having accumulated 42k MP, it was only a matter of weeks, or a month at most to accumulate enough MP to upgrade Game Core to E Rank.
Unfortunately, my total MP was still far from what I would need to move up to the E Rank...
[150 MP]
That was my total amount of MP I had, almost 3 times what I had when I arrived in this world a few months ago, but I was still 350 MP short of becoming an E Rank Game Creator.
According to what my teachers taught me in college, when my Mana accumulated 500 units, my Mana Core would begin an auto-refine that would raise the quality of my Mana and my control over it.
With this refining in mind, the country's scientists and supernaturalists made it so that the E Rank Game Core needed this high quality Mana to operate, as well as more precision and control than F Rank Game Cores.
But this increase in usage requirements didn't come without advantages.
Games made on an E Rank Game Core were much more realistic and immersive, and as Game Creators had much more MP available for use and much greater control over it, the quality of the games was also much higher, with many new possibilities for using Mana.
Unlike me, who had the System to make anything I wanted depending only on the amount of MP I had and my imagination, ignoring the need for control and study on a certain subject to make such a thing as the Runestone cards, the other Game Creators didn't have this perk, depending only on themselves to improve the quality of the game with trial and error.
And when you have more Mana and more control over that Mana, not only can you try harder, but you have more ability to do more incredible things with it.
In those days not only did my MP amount increase, but my bank account was also rising rapidly.
From the $30k I had a few days ago, even though I had spent a lot of money furnishing my new home with the most comfortable and luxurious furniture to make my life as easy as possible, the total money in my account was rising more than I could spend every day.
With an average of 43,291 Players in the game every day, the amount of money I've received in the last 24 hours has risen from $4,500 to $6,200!
Such a large amount of money falling into my account every day, even if I spent a lot, I still upped my cash reserves to $60,000!
With this money I could already see the possibility of opening my games studio to ordinary people in the near future.
'After I finish developing SyncStrike I can start focusing on making my game studio, after all, I'll only have to wait for my MP to increase over the next few days with the income from the two games to rise to the E Rank, I might as well use that time on something else productive.' I thought excitedly.
Not only was focusing on game development feasible, but focusing on the music industry wouldn't be a bad investment either.
Although the music industry in this world is much more developed than the games industry, the music from my other world still competed very well with the music from this world, not denying me the possibility of development in this area.
Megalovania for example, even though it was a game song, had no vocals, focused only on the instrumental and the battle visuals, had reached 1,000,000 views today!
I knew that this song had passed 100 million views in my previous world, so my excitement wasn't just because of the views it got, but because this song was generating a LOT of hype for SyncStrike.
[I'm not even a big fan of supernatural games, but this video had me hooked from start to finish. The way the attacks flash at the same time as the music made me want to get up from my chair and fight along. For the first time I felt envious of the Players for being able to play something like this...]
[Okay, can someone explain to me HOW this Player dodged an entire combo without missing the timing of the music? Is FrostHaven really a hidden master? This doesn't even look like a game, but a sword dance performance!]
[No one's going to talk about how FrostHaven hit exactly every note in perfect time? This guy plays like he's practiced a thousand times against this boss. Either he's a genius... or this skeleton is coming after him in real life].
-----[Bruh, he's the one who CREATED this Boss, it stands to reason that he knows how to attack and defend against its attacks perfectly].
[I'm setting up a research group to find where FrostHaven found the information for this skeleton, is anyone interested in joining].
If just this one song in this musical style generated so much engagement and publicity for SyncStrike, what would it look like when I made 9 more music videos for all the songs in the game?
When I saw some comments from Players complimenting me and praising my combat prowess, I was a little embarrassed.
Despite using my appearance as the basis for the protagonist in the music video, it wasn't me who was battling in the video...
My current combat skills don't even allow me to get S Rank on Medium difficulty, let alone fight such an intense battle on Hard difficulty.
What I did to deal with this was to create another character using the System to represent me in battle.
In the same way that I spent a lot of MP to make the skeleton have this strength, I also spent a lot of MP to make this representation of me in the MV.
But despite the high cost, I was very pleased with the result.
It will be easier to go viral in the future if people are already used to the way I look on the internet, to my visual identity, than if the protagonist was different in every video.
It's easier to like something you already know and know is good than something you're seeing for the first time and have yet to decide whether you like it or not.
Getting up from my new ergonomic chair that I'd bought to use the computer, I stretched out and grabbed a glass of wine.
As today would be the launch of SyncStrike, I bought some good wine and a snack board to celebrate.
In just a few hours the game would be online and players could try out all the new songs at once.
With Runestone taking over the stats training market by climbing into the Top 6 of the California Game Rankings and SyncStrike possibly taking over the skill training market, I was already becoming a big name in the Game Creating market.
And as proof of this, a call was about to arrive on my phone, a call more important than I could have imagined.