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After playing a hundred blood-stained clock towers, I have something to say...

Since experiencing the blood-stained bell tower several times offline, as long as it is not stained for a day, I always feel that something is crawling on my body...

In order to quickly increase the XP and depth of the Bloodstained Bell Tower experience (not to cure the disease), I recommended this game to several friends. The sound and emotion introduced the fun of the game, everyone has not seen it offline for a long time, and the online has not been black for a long time, etc.

I'm pretty sure they'll love it, and sure enough.

In this way, an online blood-stained bell tower addiction treatment group that gathered "friends and friends to develop offline friends" rose up.

After playing a hundred blood-stained clock towers, I have something to say...

Since the establishment of the group, it can be said that the night song is sung, and the dye rises.

But on holidays, it must be packed every night.

On weekdays, seven or eight people can gather in the square to play small scripts with fewer people.

Even if the last game is over, you can often repeat the chat and blow water until two or three o'clock in the morning.

A full life probably refers to such a day.

After playing a hundred blood-stained clock towers, I have something to say...

It was only today that I felt that the effect was good, and I had time to write this text.

First, I hope that this treatment process can provide some substantial help.

Second, because I really can't stop, I feel that something is starting to crawl on my body again...

Not writing something, uncomfortable...

Newbie Script: Trouble Brewing

After playing a hundred blood-stained clock towers, I have something to say...

The undercurrent should be the script I have experienced the most offline, mainly because most of the players in the store are newcomers, and pushing this script is very suitable.

Undercurrent Surge as a design for a novice script:

As a beginner's tutorial on the Blood Stained Clock Tower, it is too comprehensive, and there are probably four points to summarize:

1. Character skills are simple and easy to understand.

2. The game atmosphere is similar to the identity reasoning game of the werewolf killing class. Players can quickly get into state with a little bit of similar game basics.

3. The logic line is clear. As the game approaches its finale, basically all the logical lines are clearly intertwined.

4. The soul design "drunkenness" and "poisoning" that established the status of the blood-stained bell tower were carried out from here, and the subsequent official scripts were indispensable to their figures.

After playing a hundred blood-stained clock towers, I have something to say...

When it comes to beginner tutorials, I can't help but want to complain a few more words.

The design of the beginner's tutorial is a big hurdle that all games don't want to easily cross, and the good design allows players to quickly enter the game state and even be willing to play it repeatedly.

The poor ones will not say anything, not only to dissuade, but also to scold the street.

After playing a hundred blood-stained clock towers, I have something to say...

The PS5 "Cosmic Robot Wireless Controller User Guide" tutorial is the game

The balance between good and evil surging undercurrents:

According to official statistics, the winning rate of the good and evil sides in the undercurrent is quite close, one side is about 49.05%, and the two sides bite very tightly.

But this is slightly different from the actual player experience, and according to my long-term observations of some passers-by in groups, most of the arguments are focused on "the evil camp is obviously weaker than the good camp".

Such a player's feeling can be said to be quite different from the "close winning rate" mentioned by the official.

After playing a hundred blood-stained clock towers, I have something to say...

But in my personal understanding, this is a completely understandable thing, or I think it is normal.

Almost all games can't guarantee that they won't have a single bug after they go live, and the development team has solved all the problems perfectly. Whether it's a bug or a conditional addition, many solutions are often hindsight.

Follow-up updates, and maintaining communication is the norm for game development.

I'm a Hearthstone player, so let's take Hearthstone as a simple example.

Earlier this month, a new version of Hearthstone is coming online. However, on the eve of launch, some game streamers or official invited players can often try to play the latest game version in advance.

Such publicity schemes are not uncommon in the game industry, but this pilot phase has uncovered major design issues.

After playing a hundred blood-stained clock towers, I have something to say...

Simply put, this deck is built using game mechanics within a reasonable range and does not contain any malicious plugins. The scary thing about it is that winning is incredibly efficient, and it can often end the game at the beginning of the game. Such decks often give players an extremely negative gaming experience, and once discovered, they will not be tolerated.

So before the trial period was lived, it was properly handled. And the official acknowledgement is indeed a fish that slipped through the net.

After playing a hundred blood-stained clock towers, I have something to say...

Similarly, the physical card game Magic has had similar mechanics issues, and the official has issued a change statement. (That's right, I'm talking about couples)

Large game companies like Blizzard Entertainment and Wizards of the Coast are still like this, and the blood-stained bell tower is not enough to see the self-dyeing of thousands of test samples. Therefore, I think that everyone should not care about the balance of good and evil in the undercurrent, and the most important thing is to have fun in the game.

After playing a hundred blood-stained clock towers, I have something to say...

Bad Moon Rising

After playing a hundred blood-stained clock towers, I have something to say...

The script of Eclipse Moon Rising is the script that I have experienced the least, but I can believe that it must be the script that most players have experienced the least.

Many counterintuitive abstract designs that players are not used to

First, let's talk about the official evaluation of the eclipse:

Recommended for players who are proactive, committed to teamwork, and not afraid of death. The Rise of the Blood Moon is a feast of death. Demons kill several players every night, and even minions participate in the slaughter.

The good camp can take a huge risk to obtain reliable information, but they may accidentally cause their companions to die as a result.

Luckily, there are many ways to keep players alive as long as possible. If the good camp can't determine which demons and minions are tricking the ghosts, they will be greeted by bad luck and disaster.

To sum up, it is: "The script of the eclipse of the first moon rises, and dare to fight to the death to win." ”

But players who are new to the script often find that no one will die in the first three days or even five days of this script, and when they wake up, they are still dizzy and do not know any information.

No doubt this script wouldn't have thought deeper into the game design philosophy.

Here's the thing: a bunch of people sit and can't really say anything.

After playing a hundred blood-stained clock towers, I have something to say...

The counterintuitive design base point, as stated in the official evaluation:

"Recommended for players who are proactive, committed to teamwork, and not afraid of death."

How to understand these few words?

Simply put, it is five words :"You die and die".

Yes, the script of the eclipse of the first moon needs to "not be afraid of death" refers to "preaching with death."

Some player characters must rely on death to gain the trust of others and to gather information.

But it is also the design of this point that is contrary to the logic of identity reasoning games in our daily understanding. After all, "surviving" is the more positive player thinking in the traditional sense, and this concept has been deeply rooted.

The following shows you some common mistakes in the dark moon rise script.

"A rumor-teller who only tells the truth, a gambler who only guesses himself, an innkeeper who only gets drunk on the information role, a tea girl who hangs up and doesn't jump..."

After playing a hundred blood-stained clock towers, I have something to say...

The contrarian understanding of the skill of the rumor-teller is that saying the opposite can not only prove a person's identity, but also make people immortal. Lies don't hurt people, the truth is the quick knife. White lies are the true intentions of the spreaders.

After playing a hundred blood-stained clock towers, I have something to say...

The gambler may be one of the strongest informational characters in the script of Eclipse Moon Rising. Identity reasoning language games, once an identity is worn on the body, it is often difficult to take off, and the gambler's skills can confirm this.

Remember everyone's speech during the day, what identity they are wearing, directly gamble at night, bet right on the blood, bet wrong can also know that this person is lying, there is also information.

After playing a hundred blood-stained clock towers, I have something to say...

The innkeeper's guardianship comes with a drunken negative effect, basically guarding good people, and good people have no skills. Such operations often bring great lack of information to the good camp, and even unnecessary casualties.

So the character is more like the "poisoner" on the good guy side, who needs to find out where the evil side is and secretly destroy their skills and plans after dyeing.

After playing a hundred blood-stained clock towers, I have something to say...

As for the tea girl, sailor, rigoster and other characters, they all need to prove their identity by being executed. This is also the true meaning of the official "not afraid of death". They can only bring information to others if they die.

Having said all this, in fact, it is not difficult to see that the script design of the eclipse of the moon is full of reverse thinking.

This is very unpleasant for most players.

This phenomenon also exists in the design team of the Blood Stained Clock Tower, and only one designer likes the script very much.

When dyeing I must admit that compared to the undercurrent surge, the eclipse of the moon has been able to see the unique feature of the bleeding bell tower - the sense of plot.

This fantastic gameplay experience is just beginning to emerge and will shine in the next screenplay.

Sects & Violets

After playing a hundred blood-stained clock towers, I have something to say...

Violet is currently the most popular of the official scripts, and there is no doubt about it.

National actor

Before talking about violets, be sure to talk about what is "crazy"

"Madness" first appeared in the script of Sects & Violets. This skill is less common, and in so many scripts, the crazy effect is often only a few words.

Madness is more like a "state of the real world" than a "state of the game world." You can't look at the records in the magic code to determine whether a player is crazy, you need to listen to what the players are saying and doing to determine whether a player is crazy or not.

The specific description and settlement of "Crazy" can be found in the manual. Let me briefly explain how I, as a storyteller, generally inform other players (online).

The original nighttime prompt offline should be like this: show the player the card "You've been brainwashed", and then point to the character table to tell him what role he has been brainwashed into.

My online instructions go something like this:

Yes, the explanation of the second half is the "essence of madness" ———— performance.

The role-playing temperament of the Blood Stained Bell Tower is clearly seen in the script of Violet, and the most unique charm of the Blood Stained Clock Tower is this.

After playing a hundred blood-stained clock towers, I have something to say...

"When you're a deformed show actor and other players want to talk to you privately"

"Crazy" performances should be unrelated to victory or defeat, indulging in your own acting skills and making others trust you, often bringing a great sense of accomplishment. It is recommended to award an Oscar to the player who performs the best in each game.

Massive amounts of information

There is no harm without comparison, if the amount of information rising at the beginning of the eclipse is compared to a shallow water, then the amount of information of the violet is completely a vast ocean. Almost everyone's character has information, and everyone has a logical base point to talk about.

This design fits perfectly with the design philosophy of identity reasoning games, and even some of them are overloaded.

Therefore, the strength of the evil camp players is also more powerful than one. Although the information is overdrawn, a lot of information is often wrong.

Judging whether the information obtained is correct is what every good player needs to do.

After playing a hundred blood-stained clock towers, I have something to say...

More involvement of storytellers

The most important thing about the design of Violet's script is that the storyteller has a lot of room to participate.

There will be a number of characters such as scholars and artists who can "visit" the storyteller. While providing information, the storyteller also cleverly integrates into the game and manipulates the development of the game.

The storyteller is also the final judge of "madness", and observing the player's performance, understanding the intention behind it, and so on, all make the storyteller's sense of participation increase by leaps and bounds.

An interesting example of a violet game: a mean foreigner

After playing a hundred blood-stained clock towers, I have something to say...

I am player number 6 in this game, the honorable outsider: the barber.

What you can see is that since the character setting does not include outsiders, I get outsiders.

This means that of the good guys on the field, only I know that the demon in this game is a sleepwalking soul.

After playing a hundred blood-stained clock towers, I have something to say...

When I realized this, I made a decision: I was going to defect.

Here's my mental journey (evidence of the crime)

After playing a hundred blood-stained clock towers, I have something to say...
After playing a hundred blood-stained clock towers, I have something to say...
After playing a hundred blood-stained clock towers, I have something to say...
After playing a hundred blood-stained clock towers, I have something to say...

Although there was a small episode in the middle of the dye, due to my sincerity and the name of the information, I finally incarnated as the evil camp and won the victory.

However, this also leads to a problem: that is, the script of Violet, less people experience will be reduced a lot. In particular, the existence of this game of souls prompts good people to defect, resulting in a poor game experience for the good camp. (However, the Dyed Soul is indeed the demon with the highest winning percentage of the script, Violet.) )

Violet's excellence does not need to be repeated too much, after all, this script will make players have a new understanding of the game of Blood Stained Bell Tower.

Laissez un faire

After playing a hundred blood-stained clock towers, I have something to say...

Whispering this script, probably the most I opened online, one is that he only supports five or six players to participate, and the other is that storytellers can play creative in this script.

A new style of script

Whispering is a different script than the three previous official scripts. The first thing to state is that no one dies at night in this script, because the demon has only one Leviathan, and he cannot kill.

No players will die at night, which means that this is a pure chat set of information script, several players sit in a circle, and the logic of the mutual chat disk is the complete game style.

After playing a hundred blood-stained clock towers, I have something to say...

The most interesting character designs for this script come from the "Amnesiac" of the Good Camp and the "Goblin" of the Evil Camp.

After playing a hundred blood-stained clock towers, I have something to say...

The amnesiac's skills work every day, but they don't know what they mean. So you need to ask the storyteller during the day based on this information and guess what your skills are.

It's important to note that this skill can be the effect of any known character (including previous scripts), or even a storyteller's live editing. It's so much fun!

(Every storyteller can experience skill design once, which is a beautiful thing.) )

After playing a hundred blood-stained clock towers, I have something to say...

The wonder of goblin skills is reflected in specific game scenarios. The magic of it is: "He was originally an evil camp identity." But good-guy players can also wear this identity to try to avoid being voted out. ”

However, not always can afford to wear the goblin dress, and the intermingling of information and logical aggregation between players can break the lie.

The other character settings also slightly coincide with the theme itself. This script is not low in information, but who is pretending to act, who is forced to act, are very interesting plot settings.

Fun experimental characters, editors, and DIY scripts

After playing a hundred blood-stained clock towers, I have something to say...

Experimental characters are designed characters that have not yet been placed in the script.

At some point in the future, they may be released as part of an official extended script.

Now, we encourage you to try them out in your own script.

Recommended for gamers and storytellers who have played countless Bloodstained Clock Tower games.

Many of the experimental characters' skill designs are quite interesting and make people eager to try and play tricks. Most of the characters in the "Whisper" script come from this.

Their designs are inspired by a lot of interesting knowledge concepts and storylines. For example, "Prisoner's Dilemma", "Bomb Maniac", "Detective Reasoning" and so on.

That's just a small part of it. According to the official designer, 250 characters have been designed so far.

With an average of 25 characters per script, plus a combination of permutations, there will be countless scripts to produce.

After playing a hundred blood-stained clock towers, I have something to say...

The official also provides a complete script editor, where you can freely use all the official characters that have been uploaded, and even write your own characters to form your own original script.

Very convenient.

After playing a hundred blood-stained clock towers, I have something to say...

This feature has now been widely circulated, and countless bizarre scripts have been created, such as "The Biography of Zhen Huan"

After playing a hundred blood-stained clock towers, I have something to say...

Well, the group is shaking people's blood to stain the bell tower again.

"I feel the call and I have to respond, as always."

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