Lilith's first mini-game was quietly launched today, led by the former producer of "Love Elimination Every Day".
Text/Repair
Today, Lilith's first WeChat mini-game "Elimination Food Street" was launched.
The game is led by Wu Fanfan, the former producer of "Love Elimination", focusing on match-3 + simulated business gameplay, players get banknotes through the elimination gameplay, and then build stores, and after unlocking, you can get gold coins, props, physical strength and other resources needed to eliminate the mode.
The gameplay framework of the game is not new in the field of mini games, and it uses a very mature match-3 mode based on strong feedback and coolness. It's just that the art quality of the game and the excitement brought by the audio-visual special effects will be more prominent.
Different props can be combined with each other to create a stronger clearance effect.
As you progress through unlocking, the variety of levels gradually increases.
The banknotes obtained by players in the match-3 mode are mainly used to buy various home decorations for store construction, and after meeting a certain progress, they can unlock the store and obtain the gold, props, and physical strength required for match-3 gameplay.
Frankly speaking, there is not much to say about this product itself, including regional rankings, social communication, etc., which are more common ways to play, and what makes Grape King more curious is Lilith.
After all, Lilith, a team that is known for its numerical cards, should have entered the mini-game a long time ago. Previously, when AFK was the first generation, the team also considered the H5 version, but I didn't expect that it wasn't until today that Lilith launched her first mini-game product.
According to Grape Jun, Wu Fanfan, the producer of "Elimination Food Street", previously founded the "BoraBora" project team, Mona Studio, and later joined Lilith.
"BoraBora" is also a match-3 + simulation management, but in comparison, the form of the product will be more heavy, with a whole 3D map for players to explore, DIY furniture, interact with NPCs, and so on. Compared to match-3, the game is significantly more focused on simulated management.
This is exactly the opposite of the direction of today's "Match 3 Food Street" - it focuses more on the match 3 itself, the simulation operation actually does not have a strong sense of existence, and the product volume has shrunk to the scale of mini games.
Early beta footage of BoraBora
Grape Jun has asked Lilith many times before, why don't you come to make a little game? After all, many people think that mini games have low cost, short cycle, and simple research and development, and it seems that you can make money by simply changing your skin, which is a profitable business. Coupled with Lilith's accumulation of numerical cards and years of successful publishing experience, making a mini-game is a natural fit.
But Lilith's team has never done this, they always say: it is not easy to succeed in making small games, the competition is very fierce, some people are beautiful on the surface, but in fact, the cost of buying is huge, and the games that can break out are the lucky ones who step on countless failed products. Even if it is the top product on the best-selling list, some of them are losing money and making money.
So for a long time in the past, Lilith's attitude towards mini-games was still in a state of trying and exploring, and it didn't end easily. However, from another point of view, perhaps it is the mini game ecosystem that is becoming more and more mature, and first-tier manufacturers like Lilith have also begun to invest.
This time, "Elimination Food Street" can be regarded as the first shot of Lilith's entry game. The product also shows some of the differences between Lilith's choices for mini-games and others: the cost is higher, the art quality is better, the UI and UX interaction appear smoother, and it doesn't have the rough and cheap feeling of ordinary mini-games.
Of course, the rules of victory and defeat in the field of mini-games are not the same as those of regular game projects, and it is not easy to win by relying on absolute quality.
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