The entire game was created in the editor by Amy Johnson, so she was very familiar with its content. However, she couldn't understand what was fun about this game and thought it seemed pretty boring.
But, considering that she had personally worked on this game and could see characters like Alex Parker and Jessica Thompson, Amy decided to give it a try.
Paul Wilder had already installed the game.
The game icon featured Alex Parker's face, which was very silly and recognizable.
After a simple opening of CG, the game screen appeared.
The opening CG was directly taken from Alex's anime resources since they were all his own material.
After logging in with the Thunderbolt Games account, he entered the game.
The game opened with a battle: on his side were Alex Parker, Jessica Thompson, Hunter, Dumb Rogue, Pretty Priestess, and Female Rogue; on the enemy side were Big Sister, Square Brick, Dark Night Man, Guild Leader, Female Druid, and Big Sister.
In the game, players could actually only use five cards, but for the opening battle, Alex arranged six cards to make the battle more intense.
All these cards were at the highest level, with exquisite card frames and gorgeous illustrations, including simple dynamic effects and special effects.
"Hmm, it's quite engaging," Paul was a bit surprised. He had seen these illustrations before, but the cards looked entirely different in the game, with frames, dynamics, and effects.
This part of the storyline was arranged by Alex to follow the Hillsbrad Foothills battle from the beginning of the second season of "I Am MT," perfectly connecting with the anime plot.
After a brief dialogue, the battle began. Different cards attacked in turn, using various methods such as regular attacks, lightning chains, shooting, and assassinations. Each card's action, even the artistic effects of damage numbers, had been fine-tuned by Alex, perfectly replicating the original quality.
"The combat feel is strong!"
Paul was amazed. He initially thought card battles would be pretty unappealing, but they turned out to be very engaging.
For example, the Female Rogue's attack method involved the card moving above the target and swinging the weapon to create a slash effect. When she used a skill, she would disappear from her original position and reappear behind the target, delivering a backstab.
The numbers that popped up during attacks were just correct in terms of font and scale, along with the hit effects and screen shakes, giving a strong sense of impact.
Effects like lightning chains and multi-shots were also very flashy. Despite being a card battle, it didn't feel childish at all.
"It's impressive that such dynamics can be made with a bunch of cards."
Paul was also quite surprised. After experiencing the opening battle, the game conveyed a sense that it might not be a big production, but it was rich in detail.
The game continued.
After a brief storyline guide, Paul received his initial cards: blue Alex Parker and Jessica Thompson. Additionally, he could choose one more partner from Dumb Rogue, Hunter, Divine Druid, and Mousse.
"Well, based on the anime, Mousse should be able to heal, so I'll choose her."
Paul chose Mousse.
Then, following a brief guide, he entered the dungeon challenge. These guides were concise, connecting players' activities with minimal information, ensuring they didn't feel verbose.
Combat, gaining items and experience, cultivating cards, drawing cards, and receiving online rewards...
One prominent feature of domestic mobile games is that the entire game flow, especially on the first day, is precisely planned. Every activity and guide is carefully paced.
On the one hand, the understanding and learning costs are meagre, ensuring that players can quickly get the hang of the game even with distractions, minimizing the risk of quitting due to confusion.
On the other hand, the game showcases various features early on, interspersing different activities to make the content feel rich.
Paul felt the same way. After seeing the card battles a few times, the combat presentation no longer attracted him, making him want to quit.
But whenever he felt like quitting, the game would timely introduce a new feature or reward him, keeping him engaged.
"Purple card, Big Sister?" Lily Emerson suddenly said.
Paul and the others were stunned. "What? How did you get a purple card? We don't have one."
Lily said, "Ten consecutive draws in the store."
Paul opened the store and indeed found the ten consecutive draws feature, but it required 2,500 stones. He didn't have enough, only a few hundred.
"It needs 2,500 stones. Where did you get so much money?" Paul asked.
Lily replied, "You're silly. The game gives you that many stones. Quest chests, online rewards, tasks. Just claim all the rewards."
Paul checked and found she was right. He had been focused on battling and hadn't noticed the many rewards available.
Claim! Claim! Claim!
There were many completed tasks and achievements, chests in the levels, and various login and online rewards.
Paul claimed them all and found he had over 2,600 stones, enough for ten consecutive draws.
"So much money! This is worth more than 200 bucks! Didn't they say this game was expensive? Why are they giving away money? Is it because we're test players?" Paul asked in surprise.
The others also asked, "Yeah, manager, why so much money? Is it a beta test benefit?"
Alex shook his head. "Even after the official launch, this amount will be given."
Everyone was shocked. "Every day?"
Alex nodded. "Every day, but more on the first day."
Amy was puzzled. "Manager, isn't this game supposed to make a lot of money? The highest VIP level costs 50,000. With so many giveaways, who would spend money?"
Lily added, "Yeah, I can't even spend all my money. I can just save up for another ten consecutive draws."
Alex smiled. "Don't think about spending money; just think about whether you will keep playing."
Paul hesitated and said, "Let me do ten consecutive draws first, then decide if I want to continue..."