Thứ Hai, 30 tháng 11, 2015

Stocking Stuffer Sale!


A bunch of DriveThruCards titles are deeply discounted today! This sale is on top of the already deep discounts for my card games like Trickster: Starship and Koi Pond. These make great stocking stuffers and deliver within at most 2 weeks for most locations in the continential US. Plenty of time to wrap them up as a gift! Enjoy!

Thứ Năm, 26 tháng 11, 2015

Download Army of Two: The 40th Day cso+iso (USA) Free Gaming Rom


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Army of Two: The 40th Day is a third-person shooter video game developed by EA Montreal and published by Electronic Arts for PlayStation 3 and Xbox 360. The game was also released for PlayStation Portable, which was developed by Buzz Monkey. It is the sequel to Army of Two. Army of Two: The 40th Day was released on January 12, 2010 in North America, on January 14, 2010 in Australia and on January 15, 2010 in Europe

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The 40th Day focuses on two-player cooperative play and employs a cover system. It features Tyson Rios and Elliot Salem, the two protagonists from the original game, as combatant partners who, with the assistance of their handler Alice Murray, must fight to survive and prevail over invading forces that have engulfed Shanghai, China in a devastating terrorist attack. A demo of the game was released on Xbox Live and PlayStation Network.

Army of Two : The 40th Day Gameplay


Weapons and upgrades are available, with interchangeable upgrades between weapons such as adding the barrel of one assault rifle to another. The "pimped" option returns along with new camouflage schemes. Weapons can now also be obtained from dead enemies, increasing the player's arsenal to four weapons, along with grenades. Bullets will be able to penetrate weaker materials such as wood and sheet metal. Certain weapons and weapon lockers can only be unlocked by morality moments. Weapon parts can be obtained in the game for free, either by searching armored boxes (which are locked as soon as the enemy guarding it detects the player's presence), rescuing hostages, or simply exploring.

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New Heavy enemy types appear as bosses. They wear thick armor and often require a special method of attack to defeat, such as shooting gas canisters or grenade bags that they carry. The Heavy enemies carry weapons such as a flamethrower and a Gatling gun that cannot be unlocked by the player, though they can be picked up and temporarily used after the Heavy is defeated.


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Thứ Tư, 25 tháng 11, 2015

Double Discs: A Speed Puzzle Game Idea



I've been told in the past that speed puzzle games don't really sell well, but I saw a lot of Dimension and Dr. Eureka being played at BGGcon, so surely there's some room for that category in the market. Here's a quick idea for a speed puzzle game:

You have 16 discs featuring conceptual pairs on either side of each disc: cat/mouse, dry/wet, sun/moon, city/country, plus/minus etc.

Flip a puzzle card. Two teammates must arrange the discs in the correct shape, with the correct sides visible, within the 30-sec time limit. In the example above, you'd score 1 point for for each disc in the correct position with the correct face visible.

Then you swap out teammates La Boca style and tally individual points across several puzzles.

It's a start, but the kind of component-based design I'm going to develop more often as I explore game ideas beyond the chrome ceiling.

Thứ Ba, 24 tháng 11, 2015

BGGcon Recap: Chrome Ceiling, A New Hope, and the Fun Bits!


Alrighty, time for some more long-form thoughts on how BGGcon went for me professionally. I spent most of my time approaching publishers with my prototypes or demoing my self-published games at the main hall with new friends. I had enlightening conversations with several very smart experienced members of the community, including Eric Lang and Kevin Wilson.

I thought going into meetings having just finished a $99,000 kickstarter campaign would be a boost to my credibility, but more people came by talking about my blog, tweets, or my new youtube series. More than once some famous games person came by while I was pitching to a major publisher and say nice things about the game. It was pretty dang awesome.

I got some sobering feedback about the current state of my portfolio, but hopeful advice about the future. Let's start with the sobering stuff first.




The Chrome Ceiling

There was one bit of advice that kept coming up as I worked through each presentation: My games are so optimized for profitable $9 POD sales that there isn't much room to add the bits and "chrome" that would justify at least a $20 retail price tag.

For some background: It takes a lot of work for a publisher to put out any game, regardless of its chrome, but the chrome determines the price consumers are willing to pay for the product. "Chrome" in this case can refer to literal box size, the components, the goodies included as stretch goals, etc.

At retail scales, new components don't add too much manufacturing per unit, but they can command a much higher markup, and thus a more profitable product. On top of all that, a publisher only has a few slots in their yearly schedule to fill with product.

However, I'm faced with a similar choice for my own time. What makes me profit most quickly is these impulse-buy filler games that I can release via POD. There are only so many hours in my day, and my bills still come every month on the clock, so I have to decide which projects are going to be most worthwhile contributions to my household.

So yeah, sobering.


(@npcchris)

A New Hope

All that sounds very grim, but there is hope! Eric Lang suggested I keep cultivating my small games  and focusing on the international licenses, since I apparently have a first mover advantage in those markets. I could keep trying to get games licensed in emerging markets like Brazil and China, where few domestic publishers even pursue licenses in the first place.

That can support my path toward bigger retail-friendly game design. Eric reminded me this is a very, very long-term path, but at the end of that path is a much more sustainable career. Kevin Wilson said when you get your first big game, everything changes. More than one person expressed enthusiasm for what I might do when I'm cut loose from the constraints of POD card games.

They all said I established a rep for making solid games with good sales in my small market. So, my next step is making a few games that I couldn't do on POD or are less optimal in a POD format. For example, Regime is my most expensive product and makes the slimmest profit margin for me because I try to keep most of my games under $9.99.


I upgraded my prototype by tossing out all of the scoring cards, replacing them with chits I mocked up from sticker paper and cardboard. I also replaced the hard-to-handle faction cards with poker chips and sticker paper. I stopped short of making a board, mainly because I already had a very heavy bag I was lugging around, but it could easily have a board for placing the faction cards and chips.

So next year, I'm going to dig into my catalog and see how I could upgrade old games and develop new games with retail in mind.


The Fun Bits!

To be clear, BGGcon was an amazing fun experience. This professional side of things was only about 50% of my con. The rest of it was...


(@MattMorganMDP)
(@KRobVW)
(@GameWireWarrior)
(@425suzanne)
(@eric_lang)
(@BGGgirl)


...so fun!

Thứ Hai, 23 tháng 11, 2015

Sharewood, a game we playstormed at BGGcon


Hello! This post comes to you the day after BGGcon when I'm still bleary-eyed and recovering from a fast-paced four days of pitching and playtesting. It was a wonderful experience and I'm sure lots of folks will have much better documentation of the event than I do.

Instead, I wanted to show you a snapshot of what it was like with such a critical mass of game designers in one place. Emerson Matsuuchi, Chris Rowlands, Adam S., Mark Streed, and I were hanging around the main hall on the last day. I pulled out a deck of cards and openly noodled a few different interactions I've had tumbling around.

In particular, I had idea of being a merchant in Nottingham trying to earn wealth, but not so much that Robin Hood would steal your ill-gotten gains. Sort of the inverse scenario of Sheriff of Nottingham. Here's what we came up with after lots of playstorming and collaboration. I can't claim sole credit for this game, it was definitely a collaboration between all five of us.


Sharewood

In the taverns of Sherwood Forest and Nottingham, the locals play a card game inspired by Robin Hood's legendary bandits who rob from the rich and give to the poor. Players try to earn the most wealth without catching the attention of the thieving Merry Men.

We only tested this with five players, so the rules below assume five players are present. Each round of play lasts about five minutes and we liked to play multiple rounds, tracking our cumulative score.

Setup
We remove one suit and the jokers from a standard poker deck.
We shuffle the remaining cards and deal seven cards to each player's hand.
We set aside any undealt cards out of the game.

Gameplay
We play out a six "days" in Sherwood Forest. (The local merchants take Sunday off.)

Each day, we each choose one card from our hand and put it face-down in the center of the play area. The heart of the game is in negotiating with each other and coming to agreements about which cards we agree to put out into the pot. A common deal would be

"I'm playing a 5 this day. Anyone else playing a 5?"
"I can play a 5, sure. You got a deal."

These negotiations are not binding. We may and probably will be bluffing about half the time. Paying attention to the other negotiations is also important, as the other player's side deals will affect you as well.

Once we all put in our cards, we reveal them. Aces are considered 1, Jack is 11, Queen is 12, and King is 13. Then some mandatory trades will occur, listed below:
  • If two players reveal the same rank, they must trade their cards.
  • If three players reveal the same rank, they must trade clockwise with each other.
  • If no one reveals the same highest rank or lowest rank, then the player who revealed the highest individual rank must trade with the player who revealed the lowest rank. (This is Robin Hood stealing from the rich and giving to the poor.)
  • Everyone else keeps the card they played.
Here are some sample turns:



    Once trades are resolved, the card we received this day goes into our personal stockpile face-up. (In other words, a public tableau.)

    We repeat this process for a total of six days, then we discard the one remaining card from our hand.

    Endgame and Victory
    At the end of the game, Robin Hood strikes one last time. We determine who has the highest sum of all ranks in each suit. If you have the highest sum, then you must discard those cards from your stockpile. If tied, you must both discard those cards from your stockpiles.

    As an optional rule, you may decide if each of your Aces are valued at 1 or 14, thereby giving you a little bit more control of whether you get to keep your cards away from that thieving Hood.

    Your final score is highest ranking card you have in each suit added together.

    Chủ Nhật, 22 tháng 11, 2015

    Download WWE Smackdown vs Raw 2011 Apk Android (ISO+CSO) Game PPSSPP

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    WWE SmackDown vs. Raw 2011 is a professional wrestling video game developed by Yuke's and published by THQ for the PlayStation Portable (PSP + PPSSPP), It is the seventh game in the WWE SmackDown vs. Raw series and the final game under the SmackDown vs. Raw name, with future installments simply being named WWE, hence, it is the final installation of the SmackDown vs. Raw series. It is the sequel to WWE SmackDown vs. Raw 2010 and succeeded by WWE '12. It is also the last installment for the PlayStation 2 and PlayStation Portable platforms. It was released on October 26, 2010 in North America, October 28 in Australia, October 29 in Europe, and February 3, 2011 in Japan for the PS3 and Xbox 360 versions. The game is based on the two brands of WWE, Raw and SmackDown. A demo version of the game was released in Japan on Xbox 360 in early February 2011.

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    One of the main changes in the game is the incorporation of a new physics system that allows objects to be used more realistically, such as objects involved in the Tables, Ladders, and Chairs match. Tables now break differently depending on the impact placed upon them. Inside and outside the ring, ladders can now be rested onto the ring ropes and be broken in half. For the first time since the original WWE SmackDown! vs. Raw game, chairs can be thrown at the player's opponents.

    Game Modes


    WWE Universe


    The game's new "WWE Universe" builds storylines, and integrates cut scenes and rivalries between wrestlers based on the matches that are wrestled. These cut scenes appear randomly before, during, and after the match.[2][6] The game features more than 100 cutscenes to push storylines, which can revolve around alliances, rivalries and titles, forward. The game reacts to the players actions and depending on the goal of the player's superstar, original or created, puts them in one of, or several, the top ten contenders lists for a specific title. However, one can only get into the contendership list depending on their rivalries, alliances, match types and most importantly, win-loss ratio.


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    Road to WrestleMania


    Road to WrestleMania mode has been modified to include new features such as backstage roaming, mini-quests, and further interaction with other Superstars. Playable storylines involve Rey Mysterio, John Cena, Christian, and Chris Jericho. Along with that is the new storyline in which players choose Kofi Kingston, John Morrison, Dolph Ziggler, R-Truth, or a created superstar in a quest to end The Undertaker's undefeated WrestleMania Streak. Like previous iterations, the game features several storylines starting during the card leading to the Royal Rumble, a time period dubbed the Road to WrestleMania


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    Thứ Ba, 17 tháng 11, 2015

    Preview of Dionysia Jones' Art for Do: Fate of the Flying Temple


    It's time for another preview of the art coming up in Do: Fate of the Flying Temple, the new Fate-powered RPG set in the Do universe. You saw Jacqui Davis' cover last time, so this time I wanted to show off Dionysia Jones' amazing work on the double-page spreads. Here was my art direction:

    The three pilgrims gather in the middle of ancient ruins to discuss what they will do now that the temple has disappeared. They agree that their mission of helping people in need should continue, regardless of the temple’s existence. It’s just the right thing to do. They agree to this new pledge with an all-together handshake as shown in the placeholder art. [1] In the distance, amidst the ruins, we might see the silhouette of the dragon observing this pledge intently. The dragon will be learning from the pilgrims while they go on their adventure, so they must set an example for what will potentially be a very powerful force in the universe to come. Still, each pilgrim approaches this pledge with a light heart, only Marked Ghost showing a sense of sincere solemnity.

    Dionysia decided to go with a style inspired by Legend of Korra. Her foreground characters are drawn with fine lines and sharp cel shading while the backgrounds are more richly textured. I think the result is stunning and I can't wait for you to see how the rest of her work turned out. I'm super duper excited!

    [1] I provide lots of example art for each piece, including a sample page spread using characters from Korra for this illustration:
    I've never had an artist complain about too much visual reference. :)

    Thứ Hai, 16 tháng 11, 2015

    Card at Work: 4 - Introduction to DataMerge



    Hello folks! It's a new episode of Card At Work, my ongoing series of lessons on graphic design in tabletop games, particularly cards.

    This episode introduces the basics of using DataMerge to create prototype cards. This lesson covers how to make simple resource cards like you might find in a euro strategy game such as Settlers of Catan.

    Please like, share, and subscribe! Support further episodes at http://www.patreon.com/danielsolis

    Thank you!

    Thứ Sáu, 13 tháng 11, 2015

    Thứ Năm, 12 tháng 11, 2015

    Download Split/Second Velocity PSP Android Apk (ISO+CSO) Full Gameplay


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    Download Split/Second Velocity Android Game, This Game released in the UK as Split/Second: Velocity, it is an arcade racing video game developed by Black Rock Studio and published by Disney Interactive Studios for Microsoft Windows, PlayStation 3, and Xbox 360. Revealed in March 2009, the game was released in May 2010 and was later released for OnLive in June 2011. In the game, players take part in a fictional reality television show, consisting of a variety of events, each focusing on destructible environments triggered remotely by driver actions known as "powerplays"

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    In Split/Second, players take part in a fictional reality TV program where participants race for money and glory. Throughout a race, players can build up their "powerplay" meter by performing stunts such as jumps and precision driving such as drafting and drifting. As the player builds up their meter, special events can be triggered which create obstacles for other players, create shortcuts or alter the race course entirely. These triggers are also activated by the player's AI opponents.


    Such events include explosions, aeroplane crashes and building collapses. The severity of the events available to trigger varies depending on how full the player's meter is. The first level of events are available when one of the three bars on the HUD are full and the most extreme can only be triggered once all three are full. Event locations, and the vehicles they will affect, are highlighted with blue icons for the level one powerplays, and red icons for level two, and the player must time the action accurately in order to hinder his or her competitors as much as possible.

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    The PlayStation Portable (PSP) version was released on November 17, 2010, with porting and development duties handled by Sumo Digital. The PSP version of the game features, among other changes, an extra track based on the "Docks" environment. The track (simply called "The Docks") is a composite course that takes the drivers through areas from each of the three other Docks environment courses (Dry Docks, Ferry Wharf, and Port Bridge) in a single lap. The PSP version also adds new gameplay modes that offer variants on the core game (such as drifting around the training course to earn points). The PSP version also offers some changes to the game itself, such as revamped physics to make driving easier on the PSP. Subtle changes to track design, event rules, and car statistics were also made to the PSP version.


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    Last day to back Kodama: the Tree Spirits on Kickstarter!


    Whoa.

    That's all I can say for how amazing the Kodama: the Tree Spirits campaign has been the past 30 days. Hard to believe what began as this weird little idea a few years ago has grown so big. As of this post, we're just over $90,000 and 3000 backers with 14 hours left. This is by far the most successful project I've been a part of and a wonderful way to close out the year.

    If you haven't backed yet, please do so! And tell your friends!

    Thank you!



    Thứ Tư, 11 tháng 11, 2015

    Stowaway: A Quick Idea for a Tavern-Style Card Game


    Here's a quick idea for a little tavern-style card game where everyone has a hand of cards, but one of which is moving around secretly from hand to hand. I imagined it as a stowaway on a boat sneaking around trying not to get caught.

    ---

    The Stowaway
    A tavern-style card game for large groups, from 5-10 players.

    You’re the crew of a pirate ship hiding an innocent stowaway. The Stowaway sneaks from one dark corner of the ship to the next, trying to avoid being caught by the cruel Captain. Eventually the crew will have no choice but to point out where they think is currently harboring the Stowaway.


    Setup:
    • From a standard deck of cards, gather two cards per player, minus one.
    • Take the joker and add it to these cards. The Joker is called the Stowaway.
    • Shuffle the cards (including the Stowaway) and deal two cards to each player’s hand.
    • If you ever hold the Stowaway, you’re called an Accomplice.

    Gameplay:
    Each player simultaneously and secretly passes a card to the player on their left. Repeat this two more times.

    Then players discuss where they think the Stowaway is hidden. Players may negotiate and debate as long as they like, but eventually all players must simultaneously count to 3. Then each player must point a finger at who they think is currently harboring the Stowaway. Whoever has the Stowaway must reveal it now.

    If you have the Stowaway and fewer than three fingers are pointing at you, you and the Accomplices win.

    If three or more fingers are pointing at the player with the Stowaway, anyone pointing at the Stowaway wins. The Accomplice and whoever is harboring the Stowaway loses.

    ---

    This is the bare seed of an idea. Not even tested yet. I'm sure there are all sorts of bugs and broken strategies inherent in it, but I find it useful to get these loose thoughts down into something "discussable." What do you think?

    Thứ Hai, 9 tháng 11, 2015

    8 Quotes for Game Designers from BoardGameGeek's Reiner Knizia Interview


    W. Eric Martin had a very, very good interview with legendary game designer Reiner Knizia. You can watch the entirety of it above or at the original BoardGameGeek post. I pulled out a handful of quotes that I thought were relevant for designers at all levels of their career.

    On understanding the production side of things:
    "If you’re going to do good game design, you must understand a lot of things. What can be afforded, what can be put in, how quickly can you do it if you work to a deadline."

    On global licensing:
    "Once you have put in a lot of energy into creating an IP, creating a game, it is most natural to not only market it in one market, but to market it worldwide."

    On starting with small publishers:
    "Getting your first game published is always a very wide step. I was lucky that I went with small publishers. If you go with small publishers, they take you seriously and you learn from them. A small publisher cannot afford a flop."

    On "failed" designs:
    "Most of my ideas die in the first hour… Is this a failure? I don’t call it a failure. It’s an experiment… The problem is in your head, everything works.... It is very important to realize when something doesn’t work. I have two or three designs where I didn’t want to believe it doesn’t work. Then you come into this sunk cost fallacy stuff. These are the real dangers, when you fall in love with your design too much."

    On design goals:
    "What I want to achieve: Simple games, but then the people bring themselves into it. And you see out of the simplicity, a second level of depth. That keeps you playing."

    On how theme and game are conflated:
    "I took a game to America, Tutankhamun, I opened it and the publisher said ‘Ah, we already have an Egyptian game, we don’t need that.’ A few weeks later, I show a German publisher, they say “Ah, we already have an Egyptian theme, so we might not take that theme, but let us see the game first.’ At that time I realized what people see as a game are completely different things."

    On 'tabletop vs. electronic' dichotomy:
    "Board games do not compete with electronic games. That’s far too narrow a view. Games compete with other leisure experiences."
     
    On making relevant games:
    "Books and games are, for me, a mirror of our time… If you want to make relevant games, you need to look around and see what happens in the world and then reflect that in the games. Not only from a theme point of view, but from a dynamics point of view."

    Chủ Nhật, 8 tháng 11, 2015

    Download Toukiden The Age of Demons Android Apk (PSP+PPSSPP) ISO+CSO Game

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    Toukiden: The Age of Demons is a 2013 action role-playing game developed by Omega Force for the PlayStation Portable and PlayStation Vita. It was released on June 27, 2013 in Japan. Tecmo Koei showcased the PlayStation Vita version of the game at E3 2013, and released the game within North America on February 11, 2014 exclusively on PlayStation Vita.

    Toukiden was revealed during Sony's TGS 2012 keynote. The game is developed as a collaboration between Koei and Sony Computer Entertainment Japan; Team Ninja is also involved in the development of the project. Character designs and illustrations were created by Hidari, and the music is composed by Hideki Sakamoto.

    Tecmo Koei states that the decision to create Toukiden for the PS Vita and PSP was due to Capcom releasing their titles on the Nintendo 3DS, and believed that plenty of people using Sony consoles were keen for a hunting game on their systems.

    GAMEPLAY OF TOUKIDEN THE AGE OF DEMONS


    Toukiden is a third-person monster hunting game which employs groups of players or NPCs fighting together against various monsters during quests. Each player can customize their choice of weapons, armor and skills. Special abilities can be obtained through the usage of souls, or mitama, which can be collected during the progress of the game. These mitama can level up by gaining experience from battles, or by paying a certain sum of haku. Different mitama have abilities with various characteristics, and can be categorised into various groups such as offensive, defensive, or recovery mitama. Upon slaying a monster, the players or NPCs can "purify" the monster, which collects items useful in upgrading weapons and armor. Monsters fall into the categories of small and large oni, with large oni being the boss-type enemies within the game.


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    Thứ Bảy, 7 tháng 11, 2015

    Download 8 Ball Pool 3.3.0 Apk [Mod Money] Free For Android


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    Thứ Sáu, 6 tháng 11, 2015

    Carter the Cosmonaut

    When Carter decided to steal one of the spies' orange spacesuits, he really made me re-draw all his sprites (walking, talking, interacting, picking up, jumping...) took too much time but was worth every pixel. Of course the player has a choice whether to wear the orange or the white spacesuit.


    Thứ Năm, 5 tháng 11, 2015

    Sale Sheet Sample: Light Rail

    Light Rail - Board Game Sale Sheet - Sell Sheet

    I'm going to BoardGameGeekcon for the first time this year and I'm a little nervous! I'm pitching games in a more formal context than I've ever done before. Until now, I've sold three US card games and several international licenses without going through the usual face-to-face pitches and meetings. But it's time to step up a little and do more legwork.

    Part of that is making a sale sheet for the games I intend to pitch. Usually sale sheets are sent from a publisher to a distributor as a promotion to get the products out to retailers. In this case, my sheets are one step before that process, going from designer to publisher. Different demands in that case. I followed advice from Jay Cormier and Sen-Foong Lim back in this post from five years ago. I also looked at the Akrotiri sale sheet posted a year later, since I'm a big fan of how that game ended up.

    As Jay and Sen recommend, I'll be bringing this sheet and others along with me as a quick pitch tool without having to set up a complete game on the spot. These also make handy leave-behinds with my business cards.

    You can download the PDF of Light Rail's sale sheet here. Happy to take feedback!

    Thứ Ba, 3 tháng 11, 2015

    Download Kingdom Heart Birth By Sleep PSP Cso+Iso (U.S) Free Android Game Rom

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    Kingdom Hearts Birth by Sleep is an action role-playing game developed and published by Square Enix for the PlayStation Portable, serving as the sixth installment in the Kingdom Hearts series. The game was released on UMD in Japan on January 9, 2010, in North America on September 7, 2010 and in the PAL regions on September 10, 2010. An international version of the game titled Kingdom Hearts Birth by Sleep Final Mix was released in Japan in January 2011 featuring the changes made in the non-Japanese versions.

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    The game utilizes an overhauled battle system different from previous games in the series with new elements. It is a prequel to the original Kingdom Hearts, taking place nine years before. The game centers on the journeys of Terra, Aqua, and Ventus, characters briefly featured in Kingdom Hearts II, in their quest to locate the missing Master Xehanort and protect the worlds from creatures known as the Unversed. The player has access to the three characters' different scenarios when playing.

    Kingdom Heart Birth By Sleep Gameplay



    Birth by Sleep is an action role-playing game that introduces a gameplay aspect to the series called the Command System. This system allows players to customize a Command Deck with techniques and abilities that they can perform at will, called Deck Commands.[11][12] Performing ordinary attacks and Commands fills a gauge displayed above the Command Deck. When certain requirements are fulfilled and the gauge is full, the player's basic attack is changed to the "Surge" Command, which racks up powerful combos depending on what Command Style is activated. Filling the gauge a second time replaces the "Surge" Command with the more powerful "Storm" Command.

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    Unlike previous games in the series, the game does not utilize Magic Points (MP) for spells or magic casting. It instead uses a system known as Focus, which is displayed in an orange gauge on the interface. The player can use Focus to perform a technique called Shotlock with which the player enters a first person mode where they target enemies to cast homing spells that differ with each character and technique, depleting the gauge relative to the number of enemies targeted. Once depleted, the Focus gauge gradually refills with every attack and Deck Command the player lands on an enemy


    DOWNLOAD KINGDOM HEART BIRTH BY SLEEP PSP ISO


    How To Install


    • Download PPSSPP.apk
    • Then Download  Kingdom Heart Birth By Sleep iso psp rom.
    • Run PPSSPP app and select your Download  Kingdom Heart Birth By Sleep iso psp rom.
    • Play and enjoy the game.