It has been half a month since the beta of "Magic Tower", and I believe that many players have the deepest influence on this game is its excellent dungeon gameplay. In Tower of Illusion, quests are roughly divided into two categories, one is a multiplayer cooperative joint combat copy, and the other is a single-player challenge relic copy, both of which have unique mechanics, players need to use a variety of weapons, source weapons to attack it, the challenge is very interesting.

In the Joint Combat Quest, the project team divides each quest into a variety of different difficulties, and as the difficulty increases, the boss's attack method will also change greatly. For example, in the deep-sea base quest, when the player challenges difficulty 01 in the novice period, the boss will only use some skills such as stepping on the floor and spraying water. After reaching difficulty 03, some large-scale skills will be unlocked, spitting water to fill the entire battle scene, and players need to use the source spray paint skateboard to surf around the boss and dodge the boss's whirlwind attack.
Like the Joint Combat Quest, the Single Challenge Relic Quest BOSS will learn some new moves as the difficulty increases. Taking the single-player copy A-01 as an example, when the player enters the simple difficulty of A-01 in the novice period, the boss will only use some sweeps or missiles to attack, which is very easy to dodge. However, as the difficulty increases, the boss will use more difficult to dodge attacks such as machine guns, lasers, tracking missiles, etc., and will also develop different tactics based on the distance the player is from him. This design of increasing skills and mechanics allows players to have a new combat experience every time they challenge.
In the later stages, whether it is a multiplayer copy or a single-player copy, the difficulty will become very high, a little inattention will be killed in seconds, and correspondingly, the pass reward will be greatly improved, and the player can obtain a variety of rare card drawing props by challenging these copies. Take the deep-sea base quest just mentioned as an example, when the player reaches a certain level, challenge the difficulty 05 copy, and have a certain chance to directly obtain a more practical SSR weapon will when opening the level treasure chest. Players with good skills, through these dungeons to play, a white prostitute with high-level equipment is definitely not a fantasy.
Of course, in addition to the rich dungeon mechanism, the player's attack methods are also ever-changing, the project team has designed a very variety of weapons in the game, and each weapon has its own unique combo system, and it is precisely because of these excellent action designs that the battle mode of "Phantom Tower" is widely praised by players. If you're also an action game lover, don't miss out on this game.