I'm not sure specifically which 'time walk instant win' you are referring to. It could be a game, a product, or a project. Without more context, it's difficult to tell its development story.
In this kind of game, perhaps the instant - kill ability comes with a cost. The plot could revolve around the character trying to master this power without losing their humanity or sanity. They may encounter other players or entities within the game who are either jealous of their power or want to use it for their own evil purposes. As they progress through the game, they learn more about the rules of the world and the origin of their instant - kill ability from the novel.
Sword and Homeland was not a paywall game. Although there might be some paid items and equipment in the game, players could obtain in-game currency through normal games and use this currency to purchase in-game items. The game didn't have the so-called " top-up magic weapon " or " paid invincibility " where players could gain experience and victory through the game itself.
The instant - kill ability can make the gaming experience both exciting and a bit boring at the same time. On one hand, it gives you a sense of power and dominance. You can breeze through certain levels or areas that would otherwise be difficult. However, it might also take away some of the challenge and the sense of achievement that comes from gradually wearing down an enemy through skill and strategy. Also, it could potentially disrupt the game's balance if not properly regulated within the game's mechanics.
In the 'technology wins the game story', technology might win the game by providing more efficient strategies. For example, advanced algorithms can analyze the game situation faster and more accurately than a human player, thus making better decisions in a shorter time.
There were many online games like online novels such as World of Warcraft, StarCraft, and League of Legends. These games were large-scale multiplayer online games where players could play different roles in the game to interact and compete with other players. These games had complex game mechanics and rich content, so they were very popular among players.