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


Army of two the 40th day psp cso


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

    wwe smackdown vs raw 2011  PPSSPP


    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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