China Naming Network - Eight-character Q&A - Guo Feng ink man doesn't cry.

Guo Feng ink man doesn't cry.

Ghost Beat the Wall is an ink and wash fighting game developed and distributed by G5 team.

The game takes the westward journey as the main background, and moves all the immortals and monsters into the battle circle. Master the Monkey King, Pig Bajie, Sand Monk with shovel on his back and martial artist Bai even used Tathagata as an appetizer. In addition to the five apprentices, the game also includes seven full-featured westward journey figures, such as Niu Wangmo's family of three, Yang Jian Jade Rabbit, Bones Spider Sister Flower, etc. Their personalities and playability are vividly displayed on the screen.

"Ghost Hit the Wall" adopts bold and free ink and wash style, thick lines and proper white space control the balance between elegance and casualness, and the special effects of splashing ink and stains add a freehand brushwork to the fierce boxing confrontation.

"Ghost hits the wall" adopts the design of key integration. Characters are uniformly set with six keys: light attack, heavy attack, super kill, rolling, jumping and taunting. At the same time, it simplifies the operation on the joystick and integrates the complicated tricks of traditional fighting games into a streamlined system with direction and fists. The lower release threshold allows players who are new to fighting games to easily control traditional genres such as Bosheng and play their own style.

Streamlined mobile system shifts the player's attention from complex and gorgeous links to the basic work of backing up and reversing. Loose frame number judgment encourages players to correct and reverse, and at the same time increases the punishment for random shooting, making the game more strategic. Therefore, players must always pay attention to their back-off skills in the game.

The link system has its own logic. Based on the common link of target combo, killing can be included in any position and links can be made at will. In order to prevent one-click death, the game stipulates that the same move can only be brought into the sequence once. Unless you break the trick, that is, you can use the same killing skill twice in a row at the beginning and end of the counter, you will get the corresponding damage correction, with high appreciation and high upper limit.

Ghost fighting also has the concept of resources, which can accumulate up to two squares of energy through beatings and attacks, and can complete more advanced operations through energy. Spending one grid of energy can make the player safely leave the link, or connect the moves that could not form the link in series, or spend all the energy to bring the super killer into the link and take away the opponent. The acquisition of resources and the design of hedging are very clear.

In the game, we inherited the suppression skills such as edge joining, selection, up and down selection, and also had corresponding coping strategies such as landing and invincible tumbling. The rhythm is smooth and changeable, and there is a certain depth of play for players to explore.

Although the recharge channel has been opened, the value of the ghost fight has really achieved zero growth, which is absolutely fair in the confrontation. The characters in the game can be purchased through game currency, and the recharge option is only for customized content such as opening skin ornaments.