Apprentice Demon Hunting Regiment is a pixel-style bullet screen shooting pigeon game, featuring multiplayer online. In mobile games, the same type of game abounds. During the experience, I found that this game has a lot of excellent design. So much so that I played too much and almost missed the deadline ORZ
Early in the beta, the game offers players 5 characters with different abilities, such as Vlad the Rose Blood Mage, Ode the Fearless Shield Warrior, Gbagbo, the Arcane Sea Warrior, Dune, and Catherine, a Ranger Archer who needs to sign in the next day.

Each character's base weapons, talents, and skills are different. What's surprising is that each character has a fairly high degree of completion. Take the Fishman I chose during the testing period as an example: the main skill "Tianlong Absorbs Water" is to summon a tornado, and as you upgrade and strengthen your talent, it will also spawn different effects such as splitting, fragility, and freezing.
Fishmen's talents are also related to offense, and the reward for investing attack power and health is greater than the upgrade of other points.
The most attractive point of the meat pigeon game is that each game brings players a completely different experience, through each level, the resource rewards brought back by death continue to improve the performance of the character, unlock more props, which is also the core driving force for players to continue to play.
Currently, the game offers 2 chapters with 5 levels each. You need to pass 6 battle points and defeat the last boss in the level to smoothly advance the game. Battle points provide players with different resources such as gold coins, hunting coins (upgrade talents), weapons, etc., and how to allocate travel routes to maximize the ability of the character is also a compulsory course in the "Apprentice Demon Hunting Regiment".
Personally, in the process of experience, in order to experience a variety of weapons, I also used the battle point of weapon reward as my first choice on the route.
The game's weapons can be described as a variety of types, guns, hammers, swords, bows, staffs and so on, each of which has a lot of weapons waiting for the player to unlock.
The most interesting weapons I personally experienced were the trash can and firecracker, the former's attack mode pours apple cores, waste newspapers and other garbage at the enemy through the trash can (I really don't know if garbage sorting is used in the game), the damage is considerable and the rate of fire is very fast.
Firecrackers are divided into melee slashing and their own buried firecracker weapon skills, which can be used to fight with enemies in the near range, and can bury firecrackers directly to turn the game into mine warfare.
In addition to weapons, the elements that enhance the character's abilities are also the focus of the meat pigeon game. The main growth of the Apprentice Demon Hunter is through the collection of different items in the treasure chest, and the level of the item is affected by the level of the treasure chest. Dropped items provide base stat growth such as attack speed, damage, and health.
In the process, there is also a chance to spawn Legendary/Red Chests that will drop Unique Items. However, most of the Red Name items encountered so far are enhanced by a weapon or a talent of the current character.
The card mechanics of Apprentice Demon Hunt are also the core system of the game. Get the Demon Hunting Crystals dropped by defeating monsters in the game, and unlock them in the level to improve your character's abilities.
There are different combination effects between cards, such as the Combination of Fire Magic Array and Flame Ore to produce new effects such as Flame Machine Gun, which can help players do more with less on the way to overcome difficulties.
Personally, I still prefer the fire attribute with the burning effect in the game, so when drawing cards, I also chose the card pool related to the fire attribute.
After unlocking the card function, the player can draw cards through the loot resources brought back from the level. The game currently provides players with XX sets of different cards, and I can already foresee that there will be gods who will post their own decks to match (quickly copy the homework for me)
Of course, as a billing test game. The core Krypton gold points of "Apprentice Demon Hunting Group" are also the resources needed to draw cards, although krypton gold can quickly make the character stronger, but relying on the liver can also make his character stronger step by step.
The resources required for drawing cards can be obtained by repeatedly brushing the level, and the accumulation speed is not fast, but on the whole, it is still very conscientious.
In addition to these elements that everyone is more familiar with, the main multiplayer online mode is the focus of this test. In the official introduction, the production team has already indicated that they want to make a Rougelike mobile game that focuses on remote online fun before the game starts to be produced.
But the main remote online of this game, this part is not satisfactory. The optimization of the online part is not very satisfactory. There is a problem with the server, and many players have too much feedback latency.
I've experienced it myself, the delay is not obvious, but the teammates are teleporting the whole time is really uncomfortable, and there are often cases where teammates hang up and get stuck inexplicably.
In general, as a game that has just begun to be tested, I am fascinated by the combat experience of the current version, rich talents, card choices, differentiated characters, and weapons.
The mere construction of a character's cards can already arouse my desire to brush repeatedly, at least at the level of gameplay of the game, "Apprentice Hunting Group" is indeed worthy of the word fun. While the online part of the game isn't very satisfactory so far, it's well worth a try as a small team-made indie game.