Page:46 - News Archived: 3437

Title Date
How our game about the migrant crisis Passengers took shape - Link Fri, 28 Aug 2015 14:53:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 29 2015 Latest Blogs View All Post RSS August 29 2015 Features View All RSS August 29 2015 Special Reports Press Releases August 29 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs Passengers post mortem by Franois Alliot on 082815 015900 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Arnaud and myself are French indie gamedesigner based in London. We worked together on a couple of projects and wanted to do something for Ludum Dare. I created my first game for a LD two years ago Singular and we always loved the jam people are crazily talented around here. So Arnaud called me at 7 am on Saturday morning to say he had this idea of a game around migrant smugglers reading about the game theme and listening to the radio. They where talking about the migration crisis in Spain and Italy and how this was starting to be a big problem. He was really surprised on how migrants stay unnamed unknown. They die each day but they continue to be the migrants the untouchables. This idea resonated with some things I wanted to explore in games. The idea of frontier of migration which today means these desperate exodus. How migrants are considered as a threatening tide of poverty not as people with different stories different characters different goals. The figure of the smuggler is also interesting and how his passengers are basically giving him their money their hopes and their freedom for a journey. What is interesting in games is that they39re probably the only cultural medium able to take advantage of people39s amazing ability to put themselves into someone else39s shoes. Games are efficient at that because the player is always in charge of what39s happening we39re only bringing the rules and the role to be played. Here we simply used that ability to raise an awareness or at least to raise some questions. The game will not answer them but at least they are here. The game is not a documentary after all in most actual cases the smuggler is not even on the boat with the migrants but it puts you in a position to make your own perspective on the theme. We created Passengers as a way to ignite interest certainly not as a way to say this is how it39s happening. It39s still a game. We39re quite amazed at the way people react. They really have no idea that Migrant crisis could mean this sort of situations. Passengers is just enough to make people look into the subject beyond the general noise. This was possible also because we are using Pico-8 a very constrained little game engine made by Lexaloffle httpwww.lexaloffle.compico-8.php. It has a single resolution forcing you to work with a little screen and very large pixels. The less you show the more you suggest the more people will fill the gap with their own vision and understanding. Talk about a drug dealer singing lullabies to a child and show a 5 pixel-height character with a 1 pixel-height beard and 3 pixel-height red shirt people will create his story draw his picture imagine his future. We built the game as a set of open rules around this the generated migrants characters and bio you see in the second screen. We wanted simple factual stories. Some are sad some are hopeful. We didn39t want to bring any judgment or moral justification in the game. We just let you decide what you will do as the smuggler with this terrible power over these people. That is the main point of the game. Everything else is a combination of rules around these stories the boat the bribe the difficulty of the journey its length the number of people on the boat... it all affects the odds of the outcomes in various ways. Some players will refuse the passage of people with children because it39s too dangerous but then what happens to them some will try to squeeze as much money as possible from bad jobs or sullen attitudes some will even only bring drug dealers so that if the ship sink well... Yes you can succeed as a smuggler. It generally implies a cold optimization of the system have a decent boat pay some bribe maximize the price of each passenger not overcrowd the boat choose a longer but less monitored route. No scenario is definitive though. There too we let the player build his own understanding of the outcome. Note that we made the game in around 36 hours. As much as we tried to avoid bugs and imbalance it can happen -. In this game we were very much inspired by Lucas Pope39s Paper Please... Jason Rohrer39s work the title Passengers is a reference to his game Passage Chris Crowford39s and Paolo Pedercini39s Molle Industria. Also Joe Saccoe and Mike Davis Planet of slums. Arnaud did the art and the music I wrote the stories and developed the game. We shared the game design. Franois Alliot Passengers page Twitter Related Jobs 08.28.15 Senior Level Designer 08.28.15 Animator 08.28.15 Level Artist 08.28.15 Character Artist View All Jobs 252520 blog blogsFranoisAlliot20150828252520Passengers_post_mortem.phputm_sourcefeedburnerutm_mediumfeedutm_campaignFeed3AGamasutraNews28GamasutraNews29 877619 33191053 Loading Comments

Report U.S. average daily mobile game time drops over 30 in a year - Link Fri, 28 Aug 2015 14:34:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 29 2015 Latest Blogs View All Post RSS August 29 2015 Features View All RSS August 29 2015 Special Reports Press Releases August 29 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Report U.S. average daily mobile game time drops over 30 in a year August 28 2015 By Alex Wawro August 28 2015 By Alex Wawro 6 comments More SmartphoneTablet BusinessMarketing Recent research by Yahoo39s mobile analytics company Flurry suggests that while the average amount of time Americans spend using mobile devices every day continues to increase average time spent playing mobile games in the U.S. has dropped significantly in the past year. In a blog postpublished this week onthe FlurryTumblr Yahoo execSimon Khalaf claims that based on data gathered from Flurry39s analytics platform and third-party sources like comScore the average person in the U.S. now spends 33 minutes per day playing mobile games.That39s roughly a 36percent drop from the same period last year when Flurry pegged the average time at 52 minutes per day. quotThe completely unexpected result of our analysis this year is the dramatic decline in time spent for mobile gamingquot wrote Khalaf. He goes on to posit three primary reasons for the shift not enough exciting new mobile games a growing preponderanceof games with in-app purchases players can make to avoid spending time grinding in-game and a broader trend of people movingaway from playing games in favor of watching other people play games. quotMillennials are shifting from playing games to watching others play games creating a new category of entertainment called eSportsquot added Khalaf. The same report claims that the average amount of time Americans spend watching entertainment on their mobile devices including YouTube and thus presumably those eSports-watching millennials has increased 240 percent in the last year from 13 to 44 minutes per day. Overall time spent on mobile devices in the U.S. has increased as well up 35 percent year-over-year to an average of 3 hours and 40 minutes per day. For more data and handy charts check out Flurry39s full report. Related Jobs 08.28.15 Senior Level Designer 08.28.15 Quality Assurance Manager 08.28.15 DevOps Engineer 08.28.15 Animator View All Jobs Top Stories Next News Story View All 252522 newswire viewnews252522Report_US_average_daily_mobile_game_time_drops_over_30_in_a_year.php Loading Comments

How Heat Signature has shifted focus away from...heat signatures - Link Fri, 28 Aug 2015 13:55:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 29 2015 Latest Blogs View All Post RSS August 29 2015 Features View All RSS August 29 2015 Special Reports Press Releases August 29 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 How Heat Signature has shifted focus away from...heat signatures August 28 2015 By Phill Cameron August 28 2015 By Phill Cameron Post A Comment More ConsolePC Indie Design BusinessMarketing Exclusive Tom Francis has been chronicling the development of his game Heat Signaturein great detail ona frequently updated blog. Thegame has seen a major shift in focus over the course of developmentit started out being about sneaking aorund in the vacuum of space but gradually became more about sneaking around and engaging in combat inside of spaceships. Initially the focus was on the titular heat-based stealth asplayers wouldmanage the Heat Signature of theirvessel through thruster use slipping under enemy sensors to dock and board them. Because thedevelopment process onHeat Signatureis so transparent there was an impetus to give the mechanic and the game a name at an early stage. Butas time wenton less and less emphasis has been put on this mechanic. Francis says that this isnot necessarily because itrsquos weak but because development has lead him in other directions. Now managing your heat signature as you travel through space is just one element of many mechanics and one that hersquos actually having some difficulty communicating to the player. quotIrsquom always very conscious of this threshold that wersquore quickly approaching where the amount of work Irsquom putting into making this system understandable to people is not proportional to how much fun it adds to the game. quot ldquoI wrestle on a regular basis about whether itrsquos even needed any morerdquo he tells me. ldquoBecause people just donrsquot seem to understand it. Itrsquos very intuitive to me and to my artist Jon but whenever new players play it they think heat is the same thing as speed or they just get very confused about whatrsquos generating it.quot quotTo me itrsquos very obvious that when yoursquore thrusting thatrsquos heating you up and when yoursquore not yoursquore cooling down and we do explicitly tell you that. Now wersquove added a heat bar but Irsquom always very conscious of this threshold that wersquore quickly approaching where the amount of work Irsquom putting into making this system understandable to people is not proportional to how much fun it adds to the game. Probably if I could go back in time I would scrap it entirely but Irsquom a bit too invested at this point.rdquo Since the focus has shifted indoorsFrancis tells me that he has toyed changing the name of the game to quotGo Inside Spaceships.quotHe concedes that that might bea bit too literal. ldquoIt used to be that every ship in the galaxy had a heat sensor so all of them required lsquoheat stealthrsquo to approachrdquo he continues. ldquoNow only some of them have these sensors because we found itrsquos a much better first experience for the player if they donrsquot immediately hit a heat sensor because theyrsquore something that take a long time to understand.rsquo quotEveryonersquos first experience was to go full pelt full heat slam into the hull of a ship right past its heat sensor get detected immediately and then blown up. Almost every single person did that and none of them understood why they died and it was just too much too soon. Wersquove nowlimited them to just some ships so people have a chance to get used to the basics before theyrsquove introduced to that. Itrsquos a weird thing because it was in there from the start and Heat Signature was always going to be about going inside ships and the lsquoheatrsquo thing was just a vague theme and title.rdquo Appropriately this problem is one that Francis ran into with his previous game Gunpoint.That one was also named before hersquod settled on a final core mechanic. He initiallybelieved the game would focus onholding guards up rather than rewiring buildings. I ask him if he worries that hersquos going to run into a similar problem here where the name doesnrsquot really match the game that hersquos ended up making. ldquoIrsquom not too worried about the name becoming irrelevantquot he says. quotThe look of the game is all these brightly colored vapor clouds of random colors. The setting is a massive massof those clouds and the reason that yoursquore there and the reason that everyone is there is that those clouds mask your heat signaturesfrom the outside galaxy.quot But he says that he39s still committed tokeeping the heat stealth as a secondary element in the game. Removing it entirely--wellat this point that might look a bit sneaky. Related Jobs 08.28.15 Senior Level Designer 08.28.15 Quality Assurance Manager 08.28.15 DevOps Engineer 08.28.15 Animator View All Jobs Top Stories Next News Story View All 251494 newswire viewnews251494How_Heat_Signature_has_shifted_focus_away_fromheat_signatures.php Loading Comments

Video blog UX without UI - Creating user experiences in action games - Link Fri, 28 Aug 2015 12:55:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 29 2015 Latest Blogs View All Post RSS August 29 2015 Features View All RSS August 29 2015 Special Reports Press Releases August 29 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs Video UX without UI Creating User Experiences in Action Games by Thomas Grove on 082715 010000 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Hey everyone I wanted to share a short presentation that I gave on Monday about creating good user experiences in action games. It39s kind of a 30 minute crash course in some obscure aspects of systems design namely the importance of making controls ergonomic responsive and intuitive. The presentation was given at a meetup for UX designers mdashI though there were maybe some things from game design that they39d find helpful. If you39re a game design student or a junior designer it might be helpful for you too. I hope so Related Jobs 08.28.15 Senior Level Designer 08.28.15 Animator 08.28.15 Level Artist 08.28.15 Character Artist View All Jobs 252321 blog blogsThomasGrove20150827252321Video_UX_without_UI__Creating_User_Experiences_in_Action_Games.phputm_sourcefeedburnerutm_mediumfeedutm_campaignFeed3AGamasutraNews28GamasutraNews29 452547 30470113 Loading Comments

Funding for smaller developers Tips from the Game Career Guide - Link Fri, 28 Aug 2015 12:25:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 29 2015 Latest Blogs View All Post RSS August 29 2015 Features View All RSS August 29 2015 Special Reports Press Releases August 29 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Funding for smaller developers Tips from the Game Career Guide August 28 2015 By Brandon Sheffield August 28 2015 By Brandon Sheffield Post A Comment More Indie Production BusinessMarketing This article appears in the 2015 annual Game Career Guide.You can read or download the whole thing HERE GETTING FUNDING IS ONE OF THE MOST DIFFICULT THINGS FOR ANY DEVELOPER LARGE OR SMALL. Unless you39re making games purely as a hobby you39ll need money to live for software tools and for licensesndashand so will the people you work with. While there39s definitely no sure-fire way of getting money I propose a relatively new model that gets publishers and platform holders to pay for you to make the games you want while you keep your IP ndash you just may not get to finish your dream project in one fell swoop. It39ll take time and incremental steps as you work gradually toward a final product. BUT FIRST SOME BACKSTORY The game industry is always changing. Once consoles were king in the U.S. and Japan and PC ruled Europe. Now mobile is crown prince of Asia and Steam makes up a lion39s share of most independent game developers39 revenues in the West. One of the bigger recent changes as far as I39m concerned is the rise of the independent developer. The ldquobedroom programmerrdquo was common in the Amiga days but small studios were deemed unsustainable for quite some time as console games got bigger and teams needed to grow to match. This meant the large teams making games like your Call of Dutys or Assassin39s Creeds kept getting bigger. The mid-sized developers most of whom were working on licensed or budget titles wound up finding they had no business. After the Wii ceased to dominate there was no more room for a mid-tier game. But at the same time indies rose up as digital platforms increased in popularity. Suddenly it was possible to be a team of around 5 and make a game like Braid Castle Crashers or Minecraft and do very well for yourself. That was around the early days of the Xbox 360 and PlayStation 3 in the mid-late 2000s. Now indies seem to be everywhere and we hear as many stories of abject failure as we do of smashing success. But there39s a good side effect of all thismdashright now indies are a bit of a buzzword. That39s gross I acknowledge that But it can be used to your advantage. For one thing platform holders especially new ones see the appeal of indie games and want to capitalize on that. Think about the PlayStation 4 announcement at E3 a couple years back. They were considered to have ldquowonrdquo E3 in that particular year in large part because they seemed so human and reasonable. Part of that was because they brought a lot of indies for whom consumers have some sympathy up on stage. Platform holders also know that indies are relatively affordable in terms of budgets so they may be more interested in getting into funding with the potential of a larger payout later. While you39re not as likely to get big money out of Sony or Microsoft as you might have three years ago newer smaller platforms show up all the time hoping to get their slice of the pie. And then on the other hand you have thelarger indies like The Behemoth indiefund orMojang who now sometimes fund other indiesusing the spoils of their earlier success. Likewisesmaller publishers like Devolver Digital have risento publish and promote smaller indie games togreat success. It39s these types of folks to whomyou have to appeal if you want to get funding inthis day and age as a smaller developer. Read or download the full 2015 Game Career GuideHERE A CASE STUDY I39ll explain the model by way of example using a game that we at Necrosoft Games managed to get funded twice so far. Our first gameGunhouse was funded from its inception by Sonyfor its fledgling now defunct PlayStation Mobile platform. We had prototyped Gunhouse as a game jam game and Sony needed games quickly for its new platform so it was a good fit. We didn39t exactly finish Gunhouse quickly but that39s another storymdashwhat matters is Sony funded the project and we kept the IP and were able to self-publish. While we didn39t make revenue from the project we now had a complete game that we could do whatever we wanted with. So after the exclusivity period of two months ended we brought the game to Windows Phone through a grant program that Microsoft had at the time called AppCampus. Personally I think we should get some sort of achievement for getting both Sony and Microsoft to fund the same game but there39s nobody to award it. Too bad. Maybe we should make ourselves one. Anyway we pitched Gunhouse to Microsoft as essentially Gunhouse 1.5. It would be called the same thing but it would have a lot of improvements. We improved the store and the weapon selection feature. We added enemies stages and feedback such as screenshake. We improved the way the game plays in a bunch of ways but not enough to call it a sequel. Essentially it was like Microsoft paid for a version up patch. In the process we also brought the project from Sony39s PSM Studio SDK to Unity meaning the game was now much more portable. We still got to keep the IP and self-publish. Why would Microsoft do this Well at the time Windows Phone also needed more games and PlayStation Mobile wasn39t a huge market so they weren39t concerned that the market for the game had already been exhausted. Now we39re trying to get the ldquofinalrdquo version of the game funded by a third party in which case we39ll release the game on iOS Android and PC. But while we wait for that final round of funding we39ve ported the existing version of the game to Amazon39s phone and tablets. It39s another small market that doesn39t cannibalize potential future sales because it39s a relatively isolated platform but one where the platform-holder can promise deck placement or marketing if you pitch them properly. Since the game is now in Unity it only takes a couple

The top 6 ways mobile developers use cohort analysis - Link Fri, 28 Aug 2015 11:50:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 29 2015 Latest Blogs View All Post RSS August 29 2015 Features View All RSS August 29 2015 Special Reports Press Releases August 29 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs Top 6 Ways App Developers Use Cohort Analysis by Peter Dille on 082615 010700 pm Post A Comment The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Cohort analysis is one of the most effective ways for mobile app developers to analyze user behaviors and improve their apprsquos engagement retention and monetization metrics. It lets developers strip away most of the background noise that comes with aggregate reports and capture actionable insights on individual pockets of high-value customers. But for those developers that donrsquot have teams of data scientists to help implement best practice techniques the idea of cohort analysis can seem a bit intimidating. It shouldnrsquot. The whole point of cohort analysis is to make it quick and easy to understand whatrsquos really going on within an app and to draw conclusions about the ldquowhordquo ldquowhyrdquo and ldquohowrdquo of user behaviors. With cohort analysis developers have the tools that proactively surface data and insights to enable immediate performance improvements. Some definitions of cohort analysis limit it to the study of those groups of users that completed a particular actionmdashusually an app installmdashwithin a specific time frame. Others take a broader approach defining a cohort as any group of users that share specific metrics such as an activity characteristic or feature. Under this latter definition which happens to be the definition used by Tapjoy a cohort could include everyone who downloaded an app last month all of the users in a specific country or region or everyone who completed the apprsquos tutorial. Below we will explore some of the more basic yet powerful ways of using cohort analysis to better understand and take action based on in-app activity. Track the impact of app updates Suppose you recently made changes to your First Time User Experience FTUE in order to streamline the introduction and get players into your app faster. Yoursquod want to know what impact this change had on your engagement and retention. The only way to measure such an impact is to conduct cohort analysis to compare the users who downloaded the app after the change to cohorts who went through the FTUE beforehand. That way you can easily compare say the 1-week re-open rate for one cohort versus the other and see whether the change had a positive or negative impact on retention. Identify your highest value users Which countries are your biggest spenders and most engaged users coming from How do iOS users compare to Android users Smartphone owners vs. tablet owners You can use cohort analysis to easily compare various segments and identify your highest value users. You can then dig deeper into each of those cohorts to understand how theyrsquore interacting with your app and how their behaviors differ from other users. This information is invaluable as you build out engagement and monetization campaigns catering to these high-value users. Understand the spending habits of whales vs. dolphins and minnows When devising campaigns to promote currency sales or IAP offers to paying customers itrsquos important to understand the spending habits of your biggest spenders or ldquowhalesrdquo as it relates to that of your smaller spenders aka your ldquodolphinsrdquo or ldquominnows.rdquo With cohort analysis you can easily gain insights into which items are most popular amongst your various segments of paying customers at which price points on which levels through which channels and so on and you can adjust your promotional campaigns accordingly. Optimize user acquisition campaigns By comparing a cohort that came from one advertising or referral source to cohorts that came from somewhere else you can easily see which source drove higher quality users. Yoursquoll be able to analyze how engaged users from one source are versus the other what their retention rates and frequency rates are and what their overall lifetime value is. This information is absolutely vital in optimizing your ad spend and marketing mix to make sure yoursquore getting a proper return on your user acquisition investment. Monitor the effect of external factors Cohort analysis is the best way to understand how external factors affect your apprsquos retention engagement or monetization metrics. What happens when a major new competitor enters your space or the platform makes an important change to its operating system or the market dynamics shift Cohort analysis can be used to compare the metrics of users who installed your app before one of these external changes to those who installed it afterwards to give you a clear sense of its potential impact on your app. Compare beginners to advanced users Someone who has used your app extensively for months will undoubtedly use it differently than someone who just downloaded it yesterday. Yoursquoll want to understand these differences so that you can treat these types of users appropriately. How can you engage beginners more deeply and get them to spend money sooner When is the right time to start monetizing through IAP Do advanced users open the app as frequently as beginners Are their sessions longer or shorter Cohort analysis can help you formulate answers to all of these questions and more. Conclusion Donrsquot be intimidated Not only do cohort reports make it easy to understand whatrsquos going on in your app and why users behave the way they do but they provide an incredibly useful way to study user segments and spot important trends in app usage. There are many good ways to use cohort analysis and though the list above is by no means exhaustive it represents some of the more common and effective methods to help get you started. Use these tactics to guide your cohort analysis strategy and yoursquoll find it easy to optimize the overall health of your appmdasheven if you donrsquot

Activision Blizzard set to join the Sampamp P 500 - Link Fri, 28 Aug 2015 10:43:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 29 2015 Latest Blogs View All Post RSS August 29 2015 Features View All RSS August 29 2015 Special Reports Press Releases August 29 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 Activision Blizzard set to join the SP 500 August 28 2015 By Chris Kerr August 28 2015 By Chris Kerr 2 comments More ConsolePC SmartphoneTablet BusinessMarketing Newsbrief Call of Dutyand World of Warcraftpublisher Activision Blizzard will join the SampP 500 today replacing Pall Corp on the stock market index. The publishing giant will be officiallyinstated when trading stops at the end of the day. quotWe believe we are well-positioned for long-term growth and we look forward to continuing to deliver value to our audiences and investorsquot Kotick said in a statement. The move cements the company39s status as one of the industry39s biggest players with the SampP 500 viewed by many asthe best representationof the U.S. stock market and a pacesetter for the U.S. economy. Related Jobs 08.28.15 Senior Level Designer 08.28.15 Quality Assurance Manager 08.28.15 DevOps Engineer 08.28.15 Animator View All Jobs Top Stories Next News Story View All 252506 newswire viewnews252506Activision_Blizzard_set_to_join_the_SP_500.php Loading Comments

PEGI gave my cartoon game an 18 but violent movies get low ratings - Link Fri, 28 Aug 2015 10:39:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 29 2015 Latest Blogs View All Post RSS August 29 2015 Features View All RSS August 29 2015 Special Reports Press Releases August 29 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs Why this cartoon game is PEGI-18 by Michael Bowerman on 082715 125100 pm 3 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. I39ve never had to play close attention to age rating questionnaires before. My previous hobby projects have absolutelyno offending content unless coder art is deemed offending it is by some. I39ve recently gone through the submission process with my new memory game RememBear and found that Apple39s App Store and Google Play39s rating questionnaires can arrive at quite different conclusions as to a game39s age suitability. Since you have no context for the game right now please take 35s to watch the trailer and we39ll talk about the obvious difference inage rating. Glad you39re back. The game is drawn with this cartoon style and there is cartoon blood at the climax of the trailer. Not much and not at all realistic. I think that the main reason for Google39s PEGI-18 rating is this question I can only answer this question honestly and there is a strong chance that the children will get eaten by a bear. In fact it39s fairly certain.I completely agree with asking this question but I39m a little annoyed by what the question is implying with its follow-up No the player isnrsquot rewarded. The player isnrsquot actually partaking in the violence rather the player is trying to prevent it. Forgive me if I39m making a huge jump here but it seems there is an assumption that if a game contains violence the player must be the perpetrator. The questionnaire doesn39t establish the context of the violence beyond how the player is treated after performing it. But should that even matter Children ought to be protected from violence and if RememBear was a film surely the fact that the violence was appearing on screen would be enough to warrant an 18 rating no matter who the perpetrator is. Jack Reacher 12a Star Wars PG The Woman in Black 12a Surely. So how about The App StoreThe only criteria I can positively answer from Applersquos questionnaire is that it has cartoonfantasy violence - I cannot say that the violence is either lsquorealisticrsquo nor lsquoprolonged graphic or sadistic realisticrsquo. I suppose this is the broader brush stroke that allows someone being executed in a Jack Reacher film to be deemed suitable for a 12a audience so long as it is detached from any realism or consequence by the lack of blood and gore. The alternative seems to be a questionnaire that makes incorrect assumptions about the content and penalises all violence equally when not all violence is equal. Violence can be harmful harrowing and distasteful but also affirming heroic or even funny. In RememBearrsquos case I hope it is shocking gross silly and childish. The game doesnrsquot glamorise violence which I consider the most harmful widespread and accepted application of violence in media rather it exists to set a tone much like the violence in old fairy tales where exaggeration and gratuity would warn children away from the forest. We should of course protect children fromharmful content. With hundredsgames being published on app stores every day questionnaires and self-policing seem like a cheap and effective method to do this. Howeverwe do need to be careful about making assumptions. Games that contain violence are not always about violence. Players are not always the aggressors. Related Jobs 08.28.15 Associate Product Manager 08.26.15 Senior Producer New Product Development 08.26.15 Content Associate Producer 08.26.15 Senior Game Designer View All Jobs 252323 blog blogsMichaelBowerman20150827252323Why_this_cartoon_game_is_PEGI18.phputm_sourcefeedburnerutm_mediumfeedutm_campaignFeed3AGamasutraNews28GamasutraNews29 1002311 35898663 Loading Comments

DeNA enters the streaming game with mobile app Mirrativ - Link Fri, 28 Aug 2015 09:55:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 29 2015 Latest Blogs View All Post RSS August 29 2015 Features View All RSS August 29 2015 Special Reports Press Releases August 29 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .disable cursor default opacity 0.5 text-decoration none important .pageTextfont-weightbold .pager margin10px 0 DeNA enters the streaming game with mobile app Mirrativ August 28 2015 By Chris Kerr August 28 2015 By Chris Kerr 1 comments More SmartphoneTablet BusinessMarketing Newsbrief Japanese mobile outfit DeNA has lifted the lid on Mirrativ a new iOS and Android livestreaming app that lets usersstream anything happening on their smartphone screen. Mirrativ userswill also be able to add their voice and face to broadcasts a feature that couldmake the app anappealing proposition formobile gamers looking to sharetheir exploits. quotUsing Mirrativ a mobile gamer will be able to share tips and tricks for the latest releases with their followers while other users couldseek out personalized shopping advice while searching e-commerce sitesquot said Junichi Akagawa producer at DeNA. quotWith any of these experiences viewers will be able to interact with the broadcaster in real-time sharing comments and stickers to create a conversation and shared experience.quot Related Jobs 08.28.15 Senior Level Designer 08.28.15 Quality Assurance Manager 08.28.15 DevOps Engineer 08.28.15 Animator View All Jobs Top Stories Next News Story View All 252497 newswire viewnews252497DeNA_enters_the_streaming_game_with_mobile_app_Mirrativ.php Loading Comments

Want to conquer Chinas mobile market Look to the Monkey King - Link Fri, 28 Aug 2015 09:48:00

SEARCH GAME JOBS updates Blogs events contractors newsletter store SEARCH PROGRAMMING ART AUDIO DESIGN PRODUCTION BIZMARKETING Latest Jobs View All RSS August 29 2015 Latest Blogs View All Post RSS August 29 2015 Features View All RSS August 29 2015 Special Reports Press Releases August 29 2015 PR Newswire prn_overridesmargin0 10px 10px 3px prn_overrides tablebackground-colortransparent prn_overrides table tdbackground-colortransparent prn_overrides td.linkcell_prnbackgroundurltwimgs.comgamasutraimagesgray_arrow2.gif no-repeat 0px 7pxpadding-left12pxdisplayblock30px prn_overrides a.headlinelink_prnfont-family Verdana Arial Helvetica sans-serif View All Games Press View All RSS Calendar View All Submit Event About Contact Gamasutra Report a Problem Submit News Comment Guidelines Blogging Guidelines How We Work Gama Network If you enjoy reading this site you might also want to check out these UBM Tech sites Game Career Guide Indie Games .content_box_middle pre overflow-xauto Blogs Monkey Kings important inspirations for overseas game companies aiming at China by Karvin Sun on 082715 010000 pm 6 comments The following blog post unless otherwise noted was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Firstly published on cmgm.net an English website on China39s mobile games market. Itrsquos hard to explain why but when I went out from the cinema of ldquoMonkey King Hero Is Backrdquo ldquoMonkey Kingrdquo for short I was humming the theme music of ldquoSpirited Awayrdquo. Irsquom not saying ldquoMonkey Kingrdquo isnrsquot a good film the film is winning huge success in china as its box office has exceeded RMB 800 million and its run has been extended to September 9th that will be two months starting from July 10th. However it just needs something more at least for the adult audience. Different from its neighbor Japan Chinese cartoon has been depressed for years without any presentable works as a result some people call ldquoMonkey Kingrdquo as a resurgence of Chinese cartoon industry. The overseas returnees did learn something from the United States and now they present ldquoMonkey Kingrdquo. ldquoMonkey Kingrdquo combines Chinese classic story and Hollywood shooting style the Tom-and-Jerry type jokes are all through the movie while beyond the story and characters it has nothing to do with China. In other words itrsquos more like a Hollywood film than a Chinese one. Spirited Away Stumbling and imitating China has lost the chance to form its own style of cartoons. When Japanese talk about their own cartoon films they proudly mention ldquoSpirited Awayrdquo and ldquoMy Neighbor Totorordquo or even ldquoDoraemonrdquo which have totally original and unique stories art styles and narrative means. These films represent the oriental aesthetics philosophy and mystery but such things are hardly seen in ldquoMonkey Kingrdquo. Nevertheless success of ldquoMonkey Kingrdquo in China does reveal something important which could be inspiring for overseas game companies who aim at Chinese market. Firstly success of this cartoon movie indicates that unlike Japanese people Chinese are very open to western culture including western-type dialogues characters settings etc. so it is worth a try to combine Chinese elements and overseas gameplay. And apart from ldquoJourney to the WestrdquoChina still has countless undeveloped stories and figures. Such materialsare neglected by game and film companies but are often known and loved by many netizens. Secondly according to Ma Weidu a collector and writer in China as well as a famous cultural critic most audience of ldquoMonkey Kingrdquo do not enter cinemas in their daily lives including himself a major reason is that they are so disappointed at homemade films. Such audiences are pretty similar to players of Supercellrsquos ldquoClash of Clansrdquo and ldquoBoom Beachrdquo in China most of their players I met in my life rarely play other mobile games. COC and Boom Beach are neither card games nor RPG games emphasized by Chinese game companies in recent years but they are still winning long-termsuccess in China. A primary cause is that Supercellrsquos games are attracting those who are different from target players of Chinese game companies. The conclusion for overseas game companies is that China has a vast population you shouldnrsquot be misled or restricted by local game companiesrsquo views all you need to do is to improve your own games and try to get your own group of gamers here. Related Jobs 08.28.15 Senior Level Designer 08.28.15 Quality Assurance Manager 08.28.15 DevOps Engineer 08.28.15 Animator View All Jobs 252344 blog blogsKarvinSun20150827252344Monkey_Kings_important_inspirations_for_overseas_game_companies_aiming_at_China.phputm_sourcefeedburnerutm_mediumfeedutm_campaignFeed3AGamasutraNews28GamasutraNews29 994566 34404163 Loading Comments

MobyGames Twitter feed - cover ideas wanted - Link Mon, 13 Jul 2015 01:17:43

MobyGames Twitter feed - cover ideas wanted Now that our covers are unwatermarked theres never been a better time to show off some of the amazing video game cover art scanned by MobyGames members. And thats just what is happening at the MobyGames Twitter feed which is updated daily with new pics. Its actually doing pretty well if you look at the number of retweets and favorites for each post.When we started this we asked MobyGames Approvers for some cover picks and now wed like your help Please comment on this post and pick some of your favorite cover art on the site and well gradually flow it onto Twitter and FacebookGoogle as time permits Submitted by Simon Carless 54 on Aug 01 201539 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotJobs done.quot

RIP Nintendox27s Satoru Iwata - 1959-2015. - Link Fri, 10 Jul 2015 23:16:49

RIP Nintendos Satoru Iwata - 1959-2015. So sad to hear today that Nintendo President Satoru Iwata passed away - and at the relatively young age of 55 too. Many people online are linking to the MobyGames profile of Iwata which only exists because MobyGames contributors typed in the credits for literally hundreds of seminal Nintendo games. The site admins would like to honor Iwata-san for his vital contribution to the history of games amp thank all of you for doing so much to preserve his history - even before his sad and unexpected passing. Submitted by Simon Carless 54 on Jul 13 20151 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotHenshin a go-go babyquot

Scierex27s 300k MobyPoints milestone - Link Sat, 4 Jul 2015 20:11:08

Scieres 300k MobyPoints milestone This is fairly unbelievable but veteran MobyGames contributor Sciere has just hit 300000 points on the site... wow This includes 2585 games 24000 screenshots... I could go on - heres his stats. Sciere also makes sure were up to date on newer console and PC games more than almost any other user - so MASSIVE thanks for him for this - otherwise wed be a past-only websiteAlso thanks to some forum notes the other milestones must be pointed out piltdown_man reached 90000 points Terok Nor reached 20000 points Indra reached 20000 points amp Freeman reached 20000 points. Congrats to all of them Submitted by Simon Carless 54 on Jul 10 20158 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWhy thats the second biggest monkey head Ive ever seenquot

Twitter feed x27Best Of MobyGamesx27 highlights Pt.1 - Link Sun, 14 Jun 2015 22:10:01

Twitter feed Best Of MobyGames highlights Pt.1 Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWould you kindly...quot

Our 6th ever MobyGames 100k user - Link Sun, 7 Jun 2015 00:29:51

Our 6th ever MobyGames 100k user Gigantic congratulations to LepricahnsGold who has made it to 100000 contribution points on MobyGames He is only the 6th ever user to make it to that historic milestone - the others being Sciere Cor13 formercontrib Kabushi and Patrick Bregger.While were here - another notable recent milestone is that 666gonzo666 hit 50000 - massive thanks to himIf youd like to join them please go ahead and contribute now - MobyGames is only possible through our amazing users contributions. Submitted by Simon Carless 54 on Jun 14 20158 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotIts dangerous to go alone Take this.quot

This Day In HistoryCovers Of Day on Mobyx27s Twitter - Link Fri, 8 May 2015 18:06:40

This Day In HistoryCovers Of Day on Mobys Twitter As part of an attempt to bring MobyGames at least tentatively into the 21st century ho ho well now be alternately featuring a This Day In History game and a Cover Of The Day on MobyGames Twitter feed. Please check it out follow us and try to faveRT us as much as possible so we can grow our social media following Submitted by Simon Carless 54 on Jun 07 20155 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou Have Died of Dysenteryquot

Watermarks Begone - Link Sat, 18 Apr 2015 18:26:32

Watermarks Begone After a long week of reprocessing work the entirety of our 271573 box covers and 680458 screenshots are watermark free Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou must construct additional pylons.quot

Moby Milestone 50000 Unique Games April 2015 - Link Mon, 9 Mar 2015 03:08:32

Moby Milestone 50000 Unique Games April 2015 We now have 50000 unique games documented in our database Every single game was hand entered by contributors and carefully verified by our approvers. Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotMein Lebenquot

MobyGames updates - March 2015 - Link Sun, 18 Jan 2015 22:42:40

MobyGames updates - March 2015 Just a quick note on the front page to make sure everyone knows weve been updating MobyGames - our code as well as loads of new items - over the past few weeksIn code and format additions the Changelog is up to date and includes a number of new game systems - including Windows Apps - and some notable security updates as well as lots of affiliate link fixes - massive thanks to NelioElsewhere on contributions were rapidly approaching 50000 unique games - more on that when we get there - and wanted to give some shoutouts to MAT and piltdown_man who got to 80.000 points this year. Also some great new milestones in points were reached by Sciere ryanbus84 Thomas Petterson and more - and thanks to new contributors Kennyannydenny and Jennifer McMurray Onward and upward... Submitted by Simon Carless 54 on Mar 09 20159 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotThe cake is a lie.quot

In Memoriam PolloDiablo Astrid Beulink - Link

In Memoriam PolloDiablo Astrid Beulink Just a short note that tragically former MobyGames contributor PolloDiablo aka Astrid Beulink who is ranked in the Top 60 all-time on Moby lost her battle with cancer earlier this month according to Adventure-Treff German-language. Astrid - who posted in the Approver forum in November to update us on her progress - was very active in the adventure gaming community in particular as a beta tester and contributor. She will be missed by all of the communities she supported including us here at Moby. Submitted by Simon Carless 54 on Jan 18 201523 comments MobyGames Whats New Stats Community Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWill your stalwart band choose to Fight or Runquot

New Game Stealth Inc. 2 A Game of Clones - Link Sat, 29 Aug 2015 20:32:31

Stealth Inc. 2 A Game of ClonesDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotIt is pitch black. You are likely to be eaten by a grue.quot

New Game Heroes of Scene - Link Sat, 29 Aug 2015 20:29:48

Heroes of SceneDiscuss Review Want Have Contribute Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotThou hast lost an eighthquot

New Game tictactoe - Link Sat, 29 Aug 2015 20:21:07

tictactoe Atari STDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWait thats not how it happened.quot

New Game Jewel Quest III - Link Sat, 29 Aug 2015 20:20:02

Jewel Quest III WindowsDiscuss Review Want Have Contribute missing cover artaddcover Published byiWinInc.Developed byiWinInc.ReleasedJun 12 2008PlatformWindows GenreStrategyThemePuzzle-Solving ... Critic Score100 point score based on reviews from various critics. viewreviews addreview ... User Score5 point score based on user ratings. scoredetail rategame Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWould you kindly...quot

New Game March of War Face Off - Link Sat, 29 Aug 2015 20:16:36

March of War Face Off WindowsDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWill your stalwart band choose to Fight or Runquot

New Game March of War - StormSiege - Link Sat, 29 Aug 2015 20:13:51

March of War - StormSiege WindowsDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotPlebs are neededquot

New Game Irisu Syndrome - Link Sat, 29 Aug 2015 20:11:21

Irisu Syndrome WindowsDiscuss Review Want Have Contribute missing cover artaddcover ReleasedOct 02 2008PlatformWindows GenreStrategyThemeAnimeManga Horror Puzzle-Solving ... Critic Score100 point score based on reviews from various critics. viewreviews addreview ... User Score5 point score based on user ratings. scoredetail rategame Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotJobs done.quot

New Game Rockabilly Kid - Link Sat, 29 Aug 2015 19:07:00

Rockabilly Kid WindowsDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWould you kindly...quot

New Game Echoes of the Past The Citadels of Time Collectorx26x27s - Link Sat, 29 Aug 2015 19:06:47

Echoes of the Past The Citadels of Time Collectorx27s EditionDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotHey Listenquot

New Game Goat Simulator GoatZ - Link Sat, 29 Aug 2015 19:06:31

Goat Simulator GoatZDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou must construct additional pylons.quot

New Game Echoes of the Past The Citadels of Time - Link Sat, 29 Aug 2015 15:51:36

Echoes of the Past The Citadels of TimeDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotAre you a bad enough dude to rescue the presidentquot

New Game Donx26x27t Starve Reign of Giants - Link Sat, 29 Aug 2015 15:51:00

Donx27t Starve Reign of GiantsDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotBig Money Big Prizes I love itquot

New Game Octodad Dadliest Catch - Link Sat, 29 Aug 2015 15:50:10

Octodad Dadliest CatchDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotPlebs are neededquot

New Game Whispering Willows - Link Sat, 29 Aug 2015 12:14:46

Whispering WillowsDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotThe cake is a lie.quot

New Game UFO-Hunt 2001 - Link Sat, 29 Aug 2015 12:14:17

UFO-Hunt 2001 WindowsDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotBoomshakalakaquot

New Game Surgery Simulator 2011 - Link Sat, 29 Aug 2015 09:49:54

Surgery Simulator 2011 WindowsDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotReticulating splines.quot

New Game Until Dawn - Link Sat, 29 Aug 2015 09:27:17

Until Dawn PlayStation 4Discuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou Have Died of Dysenteryquot

New Game Princess Maker 2 - Link Sat, 29 Aug 2015 09:27:05

Princess Maker 2Discuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWill your stalwart band choose to Fight or Runquot

New Game CellFactor Psychokinetic Wars - Link Sat, 29 Aug 2015 09:27:00

CellFactor Psychokinetic WarsDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWhy thats the second biggest monkey head Ive ever seenquot

New Game Kid Pix Studio Deluxe - Link Sat, 29 Aug 2015 09:23:25

Kid Pix Studio DeluxeDiscuss Review Want Have Contribute missing cover artaddcover Published byBrderbundSoftwareInc.Developed byBrderbundSoftwareInc.Released1998PlatformsMacintosh Windows Windows 3.x GenreEducationalEducationalGraphicsArt Critic Score User Score Macintosh ... ... Windows ... 3.9 Windows 3.x ... ... add review scoredetail rategame Buy at Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou point I punch.quot

Review of Burnout Xbox - Link Tue, 25 Aug 2015 07:39:22

Burnout XboxDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotThe cake is a lie.quot

Review of Qbert Commodore 64 - Link Tue, 25 Aug 2015 07:33:23

Qbert Commodore 64Discuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotPlebs are neededquot

Review of Don Bluth Presents Dragonx26x27s Lair 20th Anniversary - Link Tue, 25 Aug 2015 06:41:29

Don Bluth Presents Dragonx27s Lair 20th Anniversary Special Edition WindowsDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotYou fight like a dairy farmerquot

Review of Dragon Tales Learn x26x26 Fly With Dragons Windows - Link Mon, 24 Aug 2015 19:24:23

Dragon Tales Learn x26 Fly With Dragons WindowsDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotReticulating splines.quot

Review of Chutes and Ladders Windows - Link Mon, 24 Aug 2015 19:24:16

Chutes and Ladders WindowsDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotJobs done.quot

Review of SpellForce The Order of Dawn Windows - Link Mon, 24 Aug 2015 19:24:07

SpellForce The Order of Dawn WindowsDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWhat a horrible night to have a cursequot

Review of Rescue Helicopter Simulator 2014 Windows - Link Mon, 24 Aug 2015 19:24:01

Rescue Helicopter Simulator 2014 WindowsDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotSonic Boomquot

Review of CD-Man Version 2.0 DOS - Link Mon, 24 Aug 2015 08:11:31

CD-Man Version 2.0 DOSDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWould you kindly...quot

Review of Do-Do ZX Spectrum - Link Fri, 21 Aug 2015 08:54:48

Do-Do ZX SpectrumDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotIt is pitch black. You are likely to be eaten by a grue.quot

Review of Breath of Fire III PlayStation - Link Thu, 20 Aug 2015 11:50:28

Breath of Fire III PlayStationDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotBig Money Big Prizes I love itquot

Review of BattleTanx Global Assault PlayStation - Link Thu, 20 Aug 2015 11:50:17

BattleTanx Global Assault PlayStationDiscuss Review Want Have Contribute Video game information credits reviews box covers screenshots and more for 168 video game platforms from 1971 to date MobyGamestrade Copyright copy 1999-2015 Blue Flame Labs. All rights reserved. Terms of Use. Privacy Policy. quotWould you kindly...quot

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Welcome to FPSoft.eu

Floating Point Softwares is an Indie company started in 2015
focusing mainly on Android, iOS, HTML5 and PC game development.
Currently we also offer non-game related solutions, 
such as mobile apps depending on the demand, as well as pixel & vector graphics.

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