Summary: I'd like to discuss some of my thoughts on game collaborations, character strength, and story design, as well as some player feedback, hoping to provide insights for game improvements.
Hello, I'm player Luo Yu. Today, I'd like to share some of my thoughts on Guardian Tales. These are all quite practical reflections, and I hope they'll be helpful.
Let's start by talking about collaboration events. Previous collaborations have all felt similar: the collaboration hero arrives in Canterbury, goes through a daily storyline, often reusing scenes and character assets, then defeats a boss and returns through the vortex. In fact, collaborations like "Dead Cells" (which, I should note, is the one Bilibili distributes, not "Dead Cells") might require a different approach.
Let's talk about the strength of the collaboration characters. Now that the game has development systems like blessings, imprints, and blossoms, it's difficult to adjust the strength of existing collaboration heroes, which is indeed a hassle. Therefore, new collaboration heroes may need to be designed based on the new environment. Previously, everyone thought characters couldn't be too strong or too weak, fearing a "too strong" character like Lina. But now, the blossoming system has changed the landscape. If a new collaboration hero isn't strong enough, even if someone wants to collect it, they might not be willing to draw it. After all, people still value practicality in gaming. Therefore, it's best if new collaboration heroes can also blossom, with a medium-to-high power level. Even if, like with the Knight upgrade, blossoming doesn't give them a new illustration, the key is to keep up with the current game landscape.
Then there's the storyline. Since design ideas aren't so limited to the past, new collaboration stories can stick to the same templates, as long as the content is fresh and not too complex. Players actually value "freshness."
Finally, I'd like to discuss player feedback. The stat inflation caused by the blossoming system has already left some players dissatisfied. If we only release purely commercial activities at this time, it might lead to even more complaints and even a loss of players. I've heard quite a few people around me say this, and it seems the game has indeed been losing players recently.
It's not that people don't want to support the game, but they just want to see some sincerity. For example, we could design a hero similar to a "King": in PVP, they could throw clone heads to control enemies for a while, allowing them to attack freely; in PVE, they could control multiple enemies, or have some sort of Curse Blade effect (for example, in the original game, picking up a curse grants damage but kills you, but here, it could be changed to granting them vulnerability, or even health like the White King). Such a character would be both innovative and convey a sense of thoughtful design.
These are my honest thoughts and those of the players around me. They may not all be correct, but we do hope the game will continue to improve.
I hope these words can provide you with some reference.
Luo Yu
August 18, 2025
Regarding Cell, I'm thinking of adopting a new design in Awakening.
It's a Curse build, meaning Curse Blade.
And a White King skin, like that, with health bonuses or something (?).
A two-choose-one design.
As for whether to change it, add it, or listen to it, it feels pretty consistent with the original.
()
thank you~
As for the plot, regardless of whether it's a collaboration or not, just write whatever you want; as long as it's new content, players just want a sense of freshness. () As for the squirrel plot, it's just a reuse of previously released content. () Well, the plot scenes are as different as possible, and the plot is free to write, with a boss fight at the end. Players have never had any overly strict requirements for the plot, as long as it's a daily story between new heroes. With so many NPC materials and hero figurines, you can just reuse the resources...
thank you