The core design concept of "Paperman 2" is to create an adventure game with pure Chinese culture. From architecture, humanities, music and ideas, we do our best to make it as realistic as possible under the carrier of the game. Pure and modern.
The gameplay of Paperman 2 is designed to accommodate players with different operating habits. Let players who love paper figures come into the house and play. Players who like survival horror and exploration plots can choose the same escape and hide gameplay as Paperman 1 generation. Players who like to operate combat can also choose to practice high-level combat skills and then fight bravely to compete with powerful BOSS on the battlefield.
Our difficulty design is also based on the above concept. Easy difficulty is more suitable for players who like a horror atmosphere and explore the plot. Normal difficulty takes into account both modes of play. The difficult difficulty level is the best battlefield for players who like to play games. As for the hidden difficulty...well, any hero can fight it!
There is actually a lot of deep content in the game, and players need to explore it carefully and savor it slowly. Paperman 2 is a playable game. It is also a game that contains the concepts we want to express. From the ideas of traditional Chinese culture to the meticulous craftsmanship of Chinese architectural decorations, to as small as a certain prop or a line of words, we have carefully carved them into the game process. , in every corner of Yin Mansion. For players who love paper figures to experience and feel in detail.
We are still very immature, but we hope to grow up slowly. We love Chinese culture and games, and games are the carrier for us to express our ideas. I hope that players who like paper figures can not only experience the fun in the game, but also feel the pure Chinese culture and Chinese ideas. Thank you for your support.
About movement
One of the gameplay design points of Paperman 2 is “movement”. First of all, Paperman is a game design with horror adventure as its core. The feeling of survival crisis is one of the key points to be experienced in the game. The adjustment of the protagonist's movement, speed, endurance and other numerical values ??will be directly related to the inner feelings generated when chasing and fighting with ghosts. At this time, the protagonist's speed needs to be controlled within a suitable range to ensure that the ghost has a certain degree of lethality and a sense of urgency to pursue the protagonist. On the other hand, the protagonist needs to move faster when exploring the scene. These two needs are actually contradictory. A certain balance point must be achieved to achieve a better balance. Nothing in the world is perfect, and everything has its own way. I hope you will understand and tolerate me more.
Paperman 2’s mobile design positioning, the normal and easy difficulties are based on the main idea of ??horror adventure, survival crisis, exploration, supplemented by combat. The plot, clues, collection, scene atmosphere, cultural easter eggs and deep concepts in the game. These require slow and in-depth observation and exploration, careful understanding and feeling. Slow down, breathe in and out, and watch the world unfold before your eyes. Life is a little impetuous. Go to the Yin Mansion night banquet to forget all the troubles of the world. I will guide you and go slowly. At present, the protagonist has two ways of movement: walking and running. The running distance is several times higher than that of the first generation of Paperman. The purpose is to cope with the movement needs of larger scenes. The burst speed has been lowered a bit compared to the first generation, in order to allow players to play as closely as possible while lingering with ghosts.
The reason why running cannot be adjusted too fast or too far, in addition to maintaining the overall style of the Paperman series and creating a tense feeling of survival crisis, there are actually many important objective reasons. 1. For first-person main perspective games, especially if the running speed in a large number of small spaces is adjusted to a higher level, the chance of dizziness will be doubled. In that case, Yang Mingyuan will not have kidney deficiency, but I am afraid that there is something to worry about. Will the player become nauseated? Secondly, most of the spaces in the game are relatively small, and the furniture and objects are relatively abundant. The increase in speed will also cause a phenomenon, that is, you will bump into each other like a headless fly. If the card collides, the bang-bang phenomenon will be serious. It will seriously affect the experience and the audience's perception.
Thirdly, after all, everyone is here to be a guest in the Yin Mansion. If Yang Mingyuan flirts hard and asks the Yin family to take care of the guests personally and intimately, our Yin family can be considered a wealthy family and must not entertain them. It's disrespectful to be careless. Master, you are here, please walk slowly, stroll around slowly, and come and see how this new thing I collected looks like... Come on, come and see, how about you stay in this house tonight.