It was only a little past eight in the morning, and Zhu Youxing had just woken up.

However, after hearing the computer's notification sound, he still got out of bed to check it out.

"Huh? The game is already finished? That's much faster than I expected."

Takeyusei was slightly surprised; the three girls, including Aiko, were indeed very efficient.

The development of dead cells is quite difficult, especially for a small team.

A development team of several hundred people can minimize the time spent on programming and other aspects of game production.

However, even with a simple game, it's not easy to create a game with only three people.

Moreover, this goes without saying that Dead Cells itself is one of the more difficult games to develop among indie games.

Art design, game animation design, gameplay and level design, etc., these are all things that can be quite a headache.

However, the three girls still finished making it quickly.

"Teacher Zhuyou, this is our completed work. We hope you can take a look at it."

In the message attached to the email, Aiko also wrote a paragraph that seemed rather cautious.

Zhu Youxing immediately replied, "Have you tried playing it yourselves?"

Aiko: "Yes, Oto and I both tried it. I even tried to complete the game a few times. The game should be quite complete now, meeting all of your previous requirements, Takeyu-sensei."

Zhu Youxing: "Alright, let's upload it directly then. How much are you planning to price it?"

"what?"

Aiko, Oto, and Kazumi were all stunned when they saw the message from Takeyusei.

Why don't you take a look at Zhu Youxing?

"Teacher Zhuyou, aren't you going to check the completion status of our game?"

Zhu Youxing quickly replied, "You guys are the ones who made most of this game. I just gave you some directions. I think once you think the game is good enough, then it is good enough. You don't need anyone to give you a definite answer, because you can't expect me to check the specific effects for you every time you make a game. The real way to determine whether the game is good or not is to the players, not me."

"But, but we thought you could help us find some more problems..."

Zhu Youxing: "Problems are always inevitable in game development. There's no need to pursue perfection; just do your best. In short, I choose to trust your judgment. Don't you trust yourselves?"

Aiko stared at Takeyusei's reply in silence for a long while, then Oto-chan looked at Aiko and asked, "Aiko, what are you thinking about?"

Aiko gritted her teeth and typed a reply: "I understand, Takeyu-sensei. We should definitely believe in ourselves. Please upload the game."

Zhu Youxing smiled. These three girls were growing up quite well. Now she could be considered a fairly qualified teacher: "OK, so how much are you planning to price this game?"

"Hmm... ten dollars?"

Aiko answered tentatively.

"That's too little. Don't underestimate your game. Ten dollars doesn't reflect the value of the game itself. We can consider selling it at a discount later, but I think this game deserves a higher price right now."

Aiko: "But...but Takeyu-sensei, this game is already very difficult. If the price is higher, will fewer people be willing to buy it?"

Zhu Youxing replied with a smile, "So that's what you were worried about. That's understandable. You've seen how Monster Hunter's sales were poor because it was too difficult, so you're worried about that, right?"

Aiko: "Mm."

Takeyusei: "Don't worry, there are far more masochists among gamers now than you think. This isn't like when Monster Hunter was first released."

Over the years, players' acceptance of highly difficult games has been gradually increasing.

People do like to keep games simple and use them for leisure.

However, games that are challenging can sometimes be more effective at releasing emotions and attracting people.

Otherwise, Souls-like games wouldn't have been so popular during the era of Bamboo Star.

This is certainly due to the formidable skill of Hidetaka Miyazaki, the top producer of Souls-like games, in game development, but it is also due to his continuous efforts to cultivate players' threshold for high-difficulty games during the game development process.

Perhaps I could start considering developing a Souls-like game?

The previous Monster Hunter game already showed signs of a gradual rise in popularity, but apart from Yusei Electronics, no one had detailed sales data, so it was impossible to accurately judge the current level of player acceptance of high-difficulty games.

Later, Zhu Youxing conducted a test in Titanfall, where he deliberately increased the difficulty of the final boss level by more than two times, making the enemy's combat skills and destructive power much stronger than in the original game.

This is Zhuyouxing's plan to test players' acceptance of high-difficulty games.

Current feedback indicates that players are quite receptive to the game.

Players at that time were already filled with anger because they had witnessed the popular Titanfall character BT die at the hands of the enemy, which fueled their desire for revenge.

Driven by this desire for revenge, they accepted the increased difficulty of the game entirely.

And when they finally defeat the final boss after countless efforts, dopamine begins to be released wildly in the brains of every player who has played the game, and the feeling of exhilaration is simply unparalleled.

According to data from Youxing Electronic Entertainment and a survey of related videos and live streams, the final boss level has the highest retention rate.

Therefore, high-difficulty games have already found a fertile ground in this world, and it's time for them to blossom and bear fruit.

Chapter 687 The 'Company' That Plays Games

687

"Let's set the price at $19.9. I'm only giving you this decision once. You should also believe in your own abilities. You are qualified to develop a game that costs $19."

Zhu Youxing confidently restored the three girls. At this moment, he had also uploaded the game from the background to the Battle.net platform, ready to confirm its release at any time.

Aiko didn't hesitate for long before replying, "Then let's go for $19.9. I trust your judgment, Mr. Takeyu."

"it is good."

Zhu Youxing casually clicked on the upload option.

Dead Cells, produced by Nintendo, is a collaboration between World Domination and Triangle Game Studios.

After entering the basic information, the game is officially uploaded.

After the upload was complete, Takeyusei typed a reply to Aiko and the others: "Okay, it's uploaded. Now we just have to wait."

call.

For some reason, Aiko was very nervous just now, but when Takeyusei said that the game had been officially uploaded, she gradually calmed down.

There is no chance of turning things around now.

All that's left is to quietly wait for the game's sales results.

The three girls worked tirelessly for this game for over half a year, and it's finally time for them to take a break.

"Has it been uploaded yet?" Kazumi asked from the side.

Aiko nodded: "Yes, now we just need to wait for the game's sales results."

"Wow... this game development is finally over, I'm so exhausted." Kazumi finally relaxed completely.

She couldn't relax until Dead Cells was released.

Every time she designs a dead cell, she constantly thinks about how to make the style better than before.

She revised the art style and design of Dead Cells more than twenty times.

Zhu Youxing initially gave only one restriction on the design: to be as pixelated as possible. Everything else was up to the three girls to do.

In the end, the result was still very satisfactory to He Mei.

Now that it's already on the market, there's no need to consider design modifications anymore.

Aiko stood up from the sofa and said to the other two, "Let's go out for a meal to celebrate the release of our new game."

"Oh! I want to eat takoyaki!"

"You idiot, can't you be a little more sensible? I think we can go to Ginza and eat sushi right now."

Aiko generously said, "It's okay, let's eat whatever we want, let's eat to our hearts' content this time!"

"Hooray!" Kazumi shouted happily.

At the same time, Kazuo Murakami, the No.1 game review media outlet, also came to his office to work.

As soon as he entered the office, he found one or two employees sleeping on their desks.

The company doesn't usually manage its employees very strictly, so even if an employee sleeps here, no one will care.

Murakami Kazuo knew that these sleeping guys were probably a few who had recently become addicted to playing Titanfall.

They often teamed up after get off work to play the online version of Titanfall together in the office.

The essence of Titanfall goes beyond just the offline single-player mode.

The single-player mode's storyline and gameplay are certainly very interesting, and could even be described as unprecedented.

Kazuo Murakami immediately expressed his highest praise for Titanfall on his review website.

Five stars, full marks!

Titanfall deserves this rating.

Titanfall is top-tier in terms of gameplay, its groundbreaking narrative, and its diverse gameplay options.

In the original world of Bamboo Planet, some gameplay elements from Titanfall were already quite common, but in this world, almost all of them are being implemented for the first time. Therefore, this game, which pioneered multiple novel gameplay elements for the first time, definitely deserves a five-star rating.

Later, many emerging gaming media outlets also gave it a perfect score or a near-perfect score.

They believe that Titanfall is comparable to top games such as Super Mario Galaxy and The Legend of Zelda, and can be considered a textbook example of first-person shooter games.

These praises are all for the offline single-player mode; there isn't much feedback yet on the online mode.

But actually, this doesn't even need evaluation.

The number of players online simultaneously in reality is enough to prove everything.

On the Battle.net platform, there is a section that specifically tracks the number of concurrent online players for different games.

Titanfall quickly surpassed StarCraft and Counter-Strike, the two most popular multiplayer online games on Battle.net, upon its release.

The number of people online simultaneously worldwide reached an astonishing millions.

This doesn't even include the console platforms.

The number of concurrent users on the hosting platform will only be higher.

Players who have played Titanfall's single-player mode often feel unsatisfied, and since Titanfall also has an online mode, they want to continue experiencing it.

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