Since its launch, "Dream Star" has become the focus of heated discussions among many players. Its popularity and discussion are surging like a tide, making this invitation a popular phenomenon. As a party game, this attention is undoubtedly the best compliment to it.
Deconstruction in "Dream Star" means breaking the mold, exploring more extraordinary gameplay possibilities, and creating a richer and more unique game experience. In practice, "Dream Star" ensures that there are a variety of mainstream party game maps, and at the same time tries to reshape the player's racing game experience from the three directions of sea, land and air, so that players can always keep it fresh.
The so-called all-round race by sea, land and air means that players do not have to be limited to one route, but can find new routes through various whimsical ideas. For example, the "Water Racing" levels in the game include "Rapids", "Speed Slide", "Flying Fountain", "Drift in Circles", "Ride the Waves" and other maps. These maps test not only the player's ability to maneuver through the waterways, but also the player's resilience and strategy in choosing the best route during the race.
In addition, the "Pipeline Race" type of maps is also interesting. These maps have features that automatically propel the player to move, and entering the pipeline seems like a safe bet for the average player. However, speedrunners have the courage to challenge the norm and explore a variety of ways to play cards that don't follow the usual rules. This design demonstrates the importance that officials place on enhancing the exploratory, free, and strategic nature of the racing gameplay.
In "Dream Star", racing is no longer just a competition of speed, but how to find the shortest distance between points. Every prop and scene can become the player's assistant. This design makes the game endlessly fun to play, thus achieving a leap from quantitative to qualitative change. Every time you go off the beaten path, you can be the best choice to clear the level.