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This was a very strange-looking little character.

In the opening story, it seed to revolve around a family. The child suffered abuse within the household, and it was genuinely uncomfortable to watch.

However, the story was not the core of the ga. The core lay in its gaplay.

After just a few brief story fragnts flashed by, the ga officially entered the playable section.

The small figure from the story began wandering around a square room, wearing an expression of pain.

For so reason, the young man with the afro felt a strong sense of déjà vu—as if he had seen this scene in another ga before.

It wasn’t hard to guess which one.

The visual style and room-based layout were simply too familiar, too classic.

This was exactly like the early Legend of Zelda gas.

The original Zelda placed players in a series of boxed-in rooms, adventuring from one area to another, defeating monsters, collecting artifacts, and ultimately saving the world and the princess.

But The Binding of Isaac had no princess to save.

The protagonist here felt more like a fugitive.

In the ga, the main character was constantly fleeing from a nightmare, growing stronger step by step during the escape.

Each dungeon contained items or equipnt with random attributes.

At first, the afro-haired young man felt the ga was a bit difficult—but still within a controllable range.

He thought to himself: If this is all there is, then the ga would be pretty boring.

But then again, that was understandable.

This was a ga made by the God of Gas in just a few days.

No matter how skilled soone was, without enough ti, it would be impossible to make a truly deep ga.

It was just like the 2D side-scrolling infinite-world ga he himself had made during the competition.

All the content he wanted to add had only been rough prototypes. Ti simply hadn’t allowed him to implent more ideas.

That was also why he hadn’t even finished the ga within the required ti limit.

Every ti he cleared a dungeon of monsters, the items he obtained provided certain buffs to the character.

Soon, the afro-haired young man noticed that these items and pieces of equipnt all ca with modifiers.

So had "Mom" modifiers.

So had "Fly" modifiers.

These modifiers clearly represented different traits.

And when different modifiers were combined, they ford sets with distinct effects.

Completing a set dramatically boosted the character’s combat power—far more than the earlier, minor upgrades.

At the sa ti, monsters began appearing in greater numbers.

Their strength steadily increased, and their combat behavior beca more intelligent.

So enemies were so formidable that the young man even felt as if he were fighting a real player—like a PvP battle against a living human.

When the gaplay reached the mid-ga stage, enemy difficulty surged once again.

That was when he suddenly realized he needed to deliberately aim for more complete sets.

Because sets were the most efficient way to massively increase strength.

Unsurprisingly, since he hadn’t paid attention to set collection earlier, he couldn’t withstand the monsters’ attacks in the mid-ga and died—forcing a full restart.

This restart-from-zero chanic was sothing he was already familiar with.

Wasn’t this just a roguelike random dungeon system?

This kind of system had a major advantage:even if a ga didn’t have a lot of content, the roguelike structure could greatly increase its depth and replayability.

That was exactly why so many indie gas loved this approach—it was the classic "small investnt, big payoff" design solution.

Previously, the afro-haired young man had looked down on this kind of gaplay.

He felt it was a shortcut—lazy design.

But now...

He started a new run.

This ti, he consciously focused on collecting equipnt and completing sets to prepare for later battles.

Now he really had to think.

And rely thinking wasn’t enough.

He also needed solid execution skills—and, more importantly, a deeper understanding of the ga.

He had to gradually familiarize himself with the effects of many different items and ntally plan how different sets might synergize.

Lost in this process of thinking and experinting, he completely lost track of ti.

"Hey, what are you doing?"

A voice suddenly sounded behind him.

The afro-haired young man snapped out of it and looked back, only to see the head of the ga developnt departnt frowning at him.

"Ah—sorry, Boss. I got a bit absorbed."

"Absorbed? You an... absorbed in playing a ga?"

"Uh... yeah. I’ll get back to work right away. My tasks—"

As he spoke, he glanced at the wall clock—and his eyes widened in disbelief.

The departnt head said with a strange expression,"It’s already nine in the evening. Didn’t you notice?"

"That can’t be... I clearly rember..."

He clearly rembered it being a little after one in the afternoon.

He had just finished lunch and decided to download the ga to kill so ti.

So how had it suddenly beco nine at night?

"All right. Get back to work tomorrow. Go ho and get so rest."

The departnt head waved his hand.

He hadn’t had much to do that day and had just stopped by the company.

Seeing lights still on in the developnt building, he got curious and ca up to check.

That was when he saw the afro-haired young man playing a ga.

A ga he didn’t recognize.

"O... okay."

The young man still couldn’t quite believe it himself.

He had actually played nonstop for that long.

Even though he initially thought the ga didn’t seem particularly fun.

Yet without realizing it, he had been completely imrsed.

He clearly rembered not thinking much of the ga earlier.

And this was only a demo.

At that mont, he recalled the comnts below the ga.

So players had said they’d lost track of ti while playing.

So that’s what they ant...

"Oh right—what ga were you playing just now?"

The departnt head turned and asked.

"It’s called The Binding of Isaac. It’s a ga made by Takayuki."

"Takayuki made it? I haven’t heard of him releasing a ga called The Binding of Isaac recently."

"Oh, this isn’t a big company-led project. It’s an indie ga he made by himself—to drive traffic to the indie ga crowdfunding section."

"Crowdfunding? Indie gas?"

You are reading Video Game Tycoon in Tokyo Chapter 1105: Time on novel69. Use the chapter navigation above or below to continue reading the latest translated chapters.
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