How did "Magic Tower" perform on its first day of launch? It is estimated that many small partners are quite curious, right? After all, it is Thursday to work, although the game is very early, but many people have not yet taken time to play.
In order to play "Magic Tower" with confidence, the game daily Jun secretly hid in a hut as soon as he went to work, which has been playing for more than 6 hours. Because the game has a level limit, the game daily newspaper jun basically finished all the things that can be done, and the ingredients that can be collected on the current map and the treasure chests that can be opened are estimated to be almost "bald" by me. Briefly to give you a review.

In terms of characteristic gameplay, the game daily jun feels that the more prominent is the pinching of the face and mimesis.
Pinch face this game is the first two days of pre-download when already playing, almost spent two or three hours, indeed the style of painting and the previous play of the pinch face is very different, if there is a pinch face talent suggested that you follow the favorite anime characters to pinch, absolutely popular.
The setting of mimicry is super conscientious, and we can have corresponding mimetic characters at the same time if we draw weapons above SR quality, which makes it much less difficult to collect. And the card props can be obtained in large quantities in daily life, as well as the setting of the probability of paying off the SSR in the middle of the 80 draw bottom, which is rare in this circle, which can actually save a lot of money.
In terms of combat experience, I personally feel that I can play 8.5 points.
The battle of "Phantom Tower" is three weapons in a row, that is to say, a person can fight with 3 different weapons at the same time, and the middle can be switched at any time, using this setting to make a lot of floating control, shield breaking explosion combination effect. In addition, there is a source system in the game, and some of them are output type, which can make more changes in the battle in the game.
Somewhat of the fly in the ointment is that the sense of blow is slightly weak, and it is estimated that the project team will continue to optimize in the future.
In terms of the look and feel of the game screen, it is relatively mild and comfortable, which is related to the adjustment of the previous test period.
The early "Phantom Tower" world style is actually relatively dark tones, although it is indeed more personality, but the game time is a little uncomfortable, and later the project team received feedback from players, and then adjusted for cloud design, light rendering and other aspects. Including the characters in the game, it is also more two-dimensional, compared to the early test game Daily Jun feels that it is a lot of improvement.
There is also the problem of 0 Krypton, low Kr player game experience that everyone is more concerned about.
This has to talk about the benefits of open world, which is really able to make others not affect their own gaming experience. Even if the output of the boss in the big world is very low, it is the same box, if you don't want to upgrade, you can play this "Magic Tower" as a racing game, a collection cooking game or a puzzle game. As mentioned above, the most precious SSRs in the game can be obtained by daily collection of props, what else to worry about?
Overall, the impression left by "Magic Tower" on the first day of the game daily is still good, how can you play for a period of time, how the product performs later, it is left to the future answer. What do you think of this game?