More than a month had passed since he learned that Konjac Game was making a game centered around lewdness.
So Xu Meng had high expectations for this game.
Regrettably, Konjac Game failed to live up to this expectation of his—
The concept PV was far too conceptual.
The video was a mere 38 seconds long.
The first 18 seconds featured no characters at all, consisting entirely of world-building.
A uniquely styled town, a boundless azure ocean, a rainforest with rising steam, a scorching-hot volcano...
Amidst these environments, all sorts of wild flora and fauna grew frantically.
The narrator calmly recounted the background of this world, its past history, and the major crisis it currently faced.
The middle 10 seconds focused heavily on depicting the specific impact of this crisis—
Resurrected monsters, mutated and deformed creatures, and heroic warriors defending their city-state under wave upon wave of threats.
The final 10 seconds finally followed the narrator's account, moving inside the city-state to begin showcasing the crucial characters.
Regarding this point, assistant Chen Mengling had not lied at all.
Although the visuals somewhat abruptly transitioned into animation, the characters were indeed quite lewd.
What was even more impressive was: they were lewd with style.
--Wanting to draw something very lewd is actually not difficult; isn't it just wearing fewer clothes? Which art student doesn't know how to draw that?
However, drawing a character with a unique style—one that made people notice not just the lewdness at first glance, but also feel the beauty—was very difficult.
This required that when drawing the character, you couldn't just focus your attention on drawing fewer clothes and more breasts and buttocks.
You also had to infuse this character with "traits," which could be youthful vitality, a maiden's shyness, an older sister's maturity, bonuses from occupation and