After three years of intermittent updates, the production team MaJAJa finally fulfilled its promissory notes, ended the early experience stage, presented the full version of "Meal Addiction Dungeon", a 2D horizontal action game, to players, and appropriately increased the game pr

  After three years of intermittent updates, the production team MaJAJa finally fulfilled its promissory notes, ended the early experience stage, presented the full version of "Meal Addiction Dungeon", a 2D horizontal action game, to players, and appropriately increased the game price.

  This fighting method is centered on refreshment.

  This happiness comes from the all-round numerical evolution in the process of genre formation. From dozens of swords in the early stage to hundreds of swords in the late stage, to obtaining several final artifacts and hitting nearly ten thousand critically with one sword, it has increased by nearly a hundred times, and the more it reaches the later stage of combat experience, the more exponential it grows. This feeling of growing like a rocket is really irresistible, and I wish I could pass the game in one breath.

 The second is to constantly impose physical strength. This game has many Galaxy City-style running abilities: two-step jumps, wall grabbing, and air sprint. However, unlike Galaxy City games, this game map does not have as many complicated road bends or abilities that require unlocking. It implements a one-way style, and players will never get lost. I just hid some recipes and other collections in an accidental corner.

  Many times, the player's running process is very comfortable. There is no coolest, only better. If the second jump is not enough, then the third jump is not enough. If the sprint distance is not enough, then the second sprint is not enough. Although it has the level of jumping music, such powerful jumping ability is definitely not a problem.

  Then there is the battle with the monster. Monsters are not bullied or hurt, they just have a strong desire to attack the player. Players don't need to consider consecutive hits or injuries. Dodge has an invincible frame and no physical bar restrictions. The only thing you have to do is to rush into the enemy's defense line, flatten the top frantically until your fingers are numb, and then repeatedly pull with the enemy with dodge. The game also gave an intimate warning of injury, allowing players to have enough time to dodge and not die suddenly. This high-speed fighting and dodging experience is sharp and chic, and it is very enjoyable to play.

  This game has been experienced, let’s talk about other designs of the game.

  What is impressive is that almost every level of the game introduces new monster types, which are full of diversity. The inability to increase the damage has indeed caused me a lot of trouble. These monsters either act fast or have barrage attacks that cannot be avoided. You have to be familiar with the attack mode of each monster to see the tricks. This process runs throughout the game, and players will discover new challenges and surprises when passing the level.