- Clk.sh: Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
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- Wi.cr: Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.- Payout for 1000 views-$7
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It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life. - Cut-win: Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.- The payout for 1000 views-$10
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The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.- The payout for 1000 views-$3-9
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You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.- The payout for 1000 views-$8.10
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- Adf.ly: Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime. - Shrinkearn.com: Shrinkearn.com is one of the best and most trusted sites from our 30 highest paying URL shortener list.It is also one of the old URL shortener sites.You just have to sign up in the shrinkearn.com website. Then you can shorten your URL and can put that URL to your website, blog or any other social networking sites.
Whenever any visitor will click your shortener URL link you will get some amount for that click.The payout rates from Shrinkearn.com is very high.You can earn $20 for 1000 views.Visitor has to stay only for 5 seconds on the publisher site and then can click on skip button to go to the requesting site.- The payout for 1000 views- up to $20
- Minimum payout-$1
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- CPMlink: CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.- The payout for 1000 views-$5
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- Linkrex.net: Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.- The payout for 1000 views-$14
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- Ouo.io: Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.- Payout for every 1000 views-$5
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- Short.pe: Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.- The payout for 1000 views-$5
- Minimum payout-$1
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- LINK.TL: LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.- Payout for 1000 views-$16
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Sabtu, 30 Mac 2019
Top 13 Highest Paying URL Shortener 2019: Best URL Shortener to Earn Money
Jumaat, 29 Mac 2019
The Seventh Link: Summary And Rating
The game manual featured some fairly modest hand-drawn art. |
Date Started: 16 December 2018
In some ways, The Seventh Link is the quintessential 1980s RPG. It offers a framing story with more detail than appears in the game itself, sticks the player in a large world that the player has to map if he's to make any progress, and features a lot of combat. In mechanics, it's as good as any of the early Wizardries or Ultimas.
Unfortunately, Link was the last game I encountered before leaving the 1980s, and I'd just spent a decade mapping featureless dungeon corridors. It's not its fault that it's last; that's just the way it happened. And by the time I got to Link, I just couldn't do it anymore. I couldn't--I can't--play a game that's just a few dozen 20 x 20 dungeon levels full of combats. The Bard's Tale and its derivatives drained that battery.
I never figured out anything to do with the pillars. |
This is the 90s, and gamers are demanding more interesting content in their game worlds. We want NPCs, special encounters, puzzles, and other features in those dungeons, at regular intervals. We've decimated forests in our consumption of graph paper; we're ready for automaps. Ones that don't require us to find a spell first.
Despite investing a fair number of hours into the game, I really didn't accomplish much. I explored the surface of Elira, visited each of its towns to assemble a party, and mapped 4 of 13 levels of one dungeon. There were at least 9 more dungeon entrances on Elira alone, some of which would have taken me to teleporters to three other planets and their own towns and dungeons. I would have found a final party member, a female ranger named Starwind, on the planet Dulfin. Others dungeons would have led me to power packs and the places where I needed to install them to save the planet. I still don't know where I was to find the other spells. From hints in an old disk magazine, I learned that the maximum character level is 25 (my main character reached 8) and that one of the planets has a store where you can buy potions that increase attributes, serving in the role of Ambrosia from Ultima III.
One of the few lines from an NPC. Alas, I will probably never explore Selenia. |
My GIMLET is naturally based on an incomplete picture of the game:
- 4 points for the game world. The sci-fi origin story is fairly original, and well-told in epistolatory fashion, although it fails to explain a number of aspects of the world (e.g., why are there settlements on other planets). While the player's role is somewhat clear, it's less clear where he came from, how he got started on this path, and whether he understands his role.
- 3 points for character creation and development. The selection of races and classes is familiar but not entirely derivative. There's nothing special about character creation or the development and leveling process, but they're reasonably rewarding. I don't know if the level cap would have caused any issues or if you finish the game well before reaching it.
- 3 points for NPC interaction. The game has a better system than it uses. You learn a few things from NPCs, but there are hardly any NPCs that say anything to you. Expanding that number would have resulted in a richer, more engaging world. I do like the Ultima IV approach to assembling your party by finding members in the towns.
- 2 points for encounters and foes. The monsters are mostly derivative of other games (though I like the explanations for their names here: the ship that populated the planet had Tolkien fans on it), and I didn't really experience other types of encounters.
- 4 points for magic and combat. The tactical combat screen is about as good as Ultima III, but with fewer spells.
On Level 3 of the dungeon, I met an enemy called "Floating Stars." |
- 3 points for equipment. You can get melee weapons, missile weapons, armor, and adventuring equipment like torches and keys. Various sites hint at more advanced items like rods and gems of seeing. The selection of stuff is a little paltry in the traditional Ultima style.
- 5 points for the economy. It lacks a certain complexity, but money is certainly valuable. You almost never have enough keys, for one thing. Healing, torches, equipment, and leveling up consume gold fast, and it sounds like the shop on Dulfan would have served as an endless money sink for any extra you could accumulate.
- 2 points for a main quest with no side-quests or quest options.
- 4 points for graphics, sound, and interface. Almost all of that is for the interface. It adopts the Ultima standard of one key per action, which ought to have been mandatory as far as I'm concerned. Graphics are functional but sound sparse.
I never quite got used to the perspective. That lava square is only one square in front of me. |
- 2 points for gameplay. It gets a bit for nonlinearity and a bit more for the moderate-to-challenging difficulty. But it's not very replayable and it's way, way, way, way too big and too long.
That gives is a final score of 32, which is hardly awful for the era. It's actually the highest score that I've given to the platform. The only things that stop me from finishing it are the number of hours it will take and the number of other games on my list.
The Georgetown, Ontario-based Oblique Triad was a mail-order developer and publisher, co-founded by Jeff Noyle and Dave Triggerson. The name referred to the decorative bars on the top of a Color Computer. Mr. Noyle used to host a page (available now only on the Internet Archive) with links to their games, which included a pair of graphical adventures called Caladuril: Flame of Light (1987) and Caladuril 2: Weatherstone's End (1988); a strategy game called Overlord (1990); an arcade game called Those Darn Marbles! (1990); and a sound recording and editing package called Studio Works.
Caladuril, the company's first game, is a decent-looking graphical adventure. |
With the Color Computer in serious decline by 1990, Oblique Triad shifted its focus to specializing in sound programming, and both Noyle and Triggerson have associated credits on Wizardry VI: Bane of the Cosmic Forge (1990) and Wizardry: Crusaders of the Dark Savant (1992). I haven't been able to trace Triggerson from there, but Noyle got a job at Microsoft in 1995 working on Direct3D, DirectX, and DirectDraw and remains (at least according to his LinkedIn profile) there today. He also has a voice credit for a Skyrim mod called Enderal: The Shards of Order (2016).
Mr. Noyle was kind enough to not only comment on one of my entries, but to take the time to create overworld maps to speed things along. I'm sorry that it wasn't quite enough, but every game that I abandon stands a chance of coming back when circumstances are different, and I'll consider trying this one again when I feel like I'm making better progress through the 1990s.
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Prince of Persia: The Sands of Time is a third-person action-adventure puzzle-platform video game developed and published by Ubisoft. Revealed in March 2003, it was released across Game Boy Advance, PlayStation 2, GameCube, Xbox and Microsoft Windows in November 2003. The Sands of Time is a reboot of the Prince of Persia series, created by Jordan Mechner. Mechner served as creative consultant, designer, and scenario writer for The Sands of Time.
The game follows an unnamed Prince whose father sacks a Maharaja's city at the instigation of its treacherous Vizier. During the attack, the Prince obtains an artifact called the Dagger of Time, while his army captures an hourglass containing the Sands of Time. Visiting Azad to present the Sands as a gift to the city's ruler, the Vizier tricks the Prince into releasing the Sands, transforming the city's population into savage monsters. Together with the Maharaja's daughter Farah, the Prince works to correct his mistake and return the Sands to the hourglass. The gameplay revolves around the Prince's platforming abilities, broken up by fights with the creatures created by the Sands. A key mechanic in the game is using the Dagger to rewind time if the Prince makes a mistake platforming, and using it to kill and freeze enemies.
Concept work began in spring of 2001, after Ubisoft acquired the Prince of Persia catalog. After Mechner was brought on board, production began in June of that year. After the initial story draft was scrapped as it was too complex, the team began with four guiding concepts, including the ability to rewind time: this idea grew into the Dagger, the Sands, and the various powers related to them. Mechner's script drew inspiration from the Shahnameh, with the main focus on creating a simple narrative that worked with the pace of gameplay. The game used Ubisoft's Jade engine, originally designed for beyond evi Good & Evil, another game published by the company. Production was troubled, with the team facing problems with the engine structure and delays with environment assets, while also managing to create an effective tester network to seek out the game's bugs. In 2004, a version for mobile phones was developed and published in North America by Gameloft.
Upon release, it received critical acclaim, won and was nominated for numerous awards, and has been recognized by many as one of the greatest games of all time. Sales of the title were initially slow, but it eventually became a commercial success. Its success prompted the development of a sequel, Prince of Persia: Warrior Within, which was released in November 2004. Further games set in the Sands of Time continuity have been developed, and it is generally cited as the reason for the Prince of Persia series' return to fame.
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Facebook And A New Tumblr Look!
Hey everyone!
So, who wants a giveaway?
I know, I've been saying I wanted to do one for a long time and now I finally have the chance. But not today. You'll have to wait until tomorrow to hear more about that!
(Hint: It's Doctor Who related)
For now, I wanted to share a quick update over a couple different sites.
First off, I finally have a Facebook!
It's located at facebook.com/aGirlyGamer
It was only made earlier today, so please excuse the fact that there is barely anything on it. More content is coming soon. Promise!
Please follow me there if you want to show your support. I appreciate every 'like' I receive!
And secondly, for those of you that have Tumblr, I've completely given my tumblr blog a new look:
You can go check it out here: girly-gamer.tumblr.com
I also really appreciate you following me there!
(And if you send me a message, after you follow me, saying you're from my blog, I'll follow you back. I need new blogs to follow, after all!)
Alright, well, that's it for now. It's late and I'm sick, so I need to get some rest! But be sure to look forward to tomorrow's blog entry! I can't wait to show you!
Love you all!
Rabu, 27 Mac 2019
People Behind The Meeples - Episode 163: Nicholas Hjelmberg
Welcome to People Behind the Meeples, a series of interviews with indie game designers. Here you'll find out more than you ever wanted to know about the people who make the best games that you may or may not have heard of before. If you'd like to be featured, head over to http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html and fill out the questionnaire! You can find all the interviews here: People Behind the Meeples. Support me on Patreon!
Name: | Nicholas Hjelmberg |
---|---|
Email: | nicholas.hjelmberg@gmail.com |
Location: | Sweden |
Day Job: | I work with quality assurance of IT systems at Systembolaget, the government-owned liquor retailer of Sweden. |
Designing: | Two to five years. |
Webpage: | http://novasuecia.se/ |
Blog: | http://novasuecia.se/blog.html |
BGG: | nhjelmberg |
Facebook: | Nova Suecia Games |
Twitter: | @novasuecia |
Other: | Indie Game Alliance, studio name Nova Suecia Games |
Find my games at: | The Game Crafter for print on demand, Boardgamegeek and novasuecia.se for print & play documents. |
Nicholas Hjelmberg
Interviewed on: 1/11/2019
This week we meet Nicholas Hjelmberg, a Sweedish designer that has a number of projects active right now. You can find some of his games on The Game Crafter and follow along with him on Facebook or his Nova Suecia Games website. Read on to learn more about Nicholas and his projects!
Some Basics
Tell me a bit about yourself.
How long have you been designing tabletop games?
Two to five years.
Why did you start designing tabletop games?
I've been a gamer for many years but I'm also a professional within the field of quality assurance. Once a colleague of mine (who also is a gamer) asked me whether I had tried to apply QA methodology to design a game and since I can't resist a challenge...
What game or games are you currently working on?
I'm working with a publisher to kickstart "Soviet Party", a package comprised of my micro games "Comrade", "Gulag" and "Politburo". The games are party games for 5-10 people, designed with Russian political jokes in mind to convey the paranoia and resignation of a totalitarian regime.
Have you designed any games that have been published?
Apokalypsis, a small game about manipulating and predicting omens to survive on a sinking island, was sold to a local game shop (https://www.sfbok.se/produkt/apokalypsis-42093). It's now sold out but I do consider a reprint.
What is your day job?
I work with quality assurance of IT systems at Systembolaget, the government-owned liquor retailer of Sweden.
Your Gaming Tastes
My readers would like to know more about you as a gamer.
Where do you prefer to play games?
At home, where I have access to both my kitchen (to prepare food and beverages) and to my game collection.
Who do you normally game with?
I don't have a regular game group but instead have a big network of gamers that I meet at meetups and other events.
If you were to invite a few friends together for game night tonight, what games would you play?
A perfect game night would start with a medium Knizia (perhaps Samurai or even better Tigris & Euphrates), then continue with a heavier economic game (a Wallace or a Splotter game), and finally end with a lighter game (a card game like Innovation or a party game like Avalon).
And what snacks would you eat?
If I have the opportunity, I always bring a basket of fresh bread or buns.
Do you like to have music playing while you play games? If so, what kind?
Possibly, if the music fits the theme of the game, but usually there is so much table talk that noone misses the music.
What's your favorite FLGS?
Since I often buy older classics, I have no favorite FLGS but rather buy games wherever I find them. However, Alphaspel (https://alphaspel.se/) has a gaming room which I often visit.
What is your current favorite game? Least favorite that you still enjoy? Worst game you ever played?
In my opinion, Tigris & Euphrates remains the best game ever designed. Catan is an old favorite that rarely hits the table nowadays but I still think it's a good game. Cards Against Humanity is one of few games I'd refuse to play again.
What is your favorite game mechanic? How about your least favorite?
Tile laying, particularly if the tiles are laid on a common board. Tigris & Euphrates has already been mentioned, Reef Encounter and The Great Zimbabwe are two other great representatives. Take that, when impossible to predict and defend against, doesn't belong in modern games in my opinion.
What's your favorite game that you just can't ever seem to get to the table?
Tigris & Euphrates. Call me old fashioned but I think many gamers today prefer games which I would label as "multi-player solitaires with instant kicks" - build your own engine and accumulate victory points for everything you do. Tigris & Euphrates on the other hand rewards long term planning, where you sometimes have to take small steps to set up a strong finish. This is nothing you understand in your first game and few gamers have the patience to continue playing and discover new layers.
What styles of games do you play?
I like to play Board Games, Card Games, RPG Games
Do you design different styles of games than what you play?
I like to design Board Games, Card Games, RPG Games
OK, here's a pretty polarizing game. Do you like and play Cards Against Humanity?
No
You as a Designer
OK, now the bit that sets you apart from the typical gamer. Let's find out about you as a game designer.
When you design games, do you come up with a theme first and build the mechanics around that? Or do you come up with mechanics and then add a theme? Or something else?
It often starts with a basic mechanic that I want to explore. Then I think about which theme that would make justice to that mechanic. After that, it's an iterative process, where the theme provides new ideas to the mechanics and vice versa. It happens that I have ideas about themes that I would like to turn into games but it's not until I get an idea for a new mechanic that I actually realize those ideas.
Have you ever entered or won a game design competition?
I've entered several competitions and reached the final in several of them, among them World Original Design Contest of Board Game (http://wodc.yokagames.com/) with the game Dyce, the Thundergryph Survival Design Contest (https://thundergryph.com/survival-design-contest-finalists/) with the game Apokalypsis and the TGC Killer Gamer's Remorse Challenge (https://www.thegamecrafter.com/contests/killer-gamer-s-remorse-challenge) with the game Mingle and Murder.
Do you have a current favorite game designer or idol?
Reiner Knizia, particularly when it comes to his games around the turn of the century. The way he takes a well-known mechanic and turns it into a unique game experience is unprecedented.
Where or when or how do you get your inspiration or come up with your best ideas?
New ideas may erupt anywhere and anytime when I least expect them (but never when I want to). Once I have an idea, it grows most easily when I exercise (jogging, cycling etc.), during which I think about possible ways to implement. If the idea survives the "designing in the mind", I put it on paper and start drafting various options and scenarios.
How do you go about playtesting your games?
First I playtest them myself over and over by simulating and documenting the game flow in a spreadsheet. I also consider early rule writing as a good test, since it's a measure of how simple and intuitive the game is. When I don't think I can improve the game anymore - but no sooner than that! - I present it to fellow designers. If the game passes their critical eyes as well, I test it with people I know and prepare print & play documents for blind tests. I used to send physical copies to testers as well but recently I have started using Tabletopia instead.
Do you like to work alone or as part of a team? Co-designers, artists, etc.?
I would like to design as part of a team one day but so far I've only worked on my own.
What do you feel is your biggest challenge as a game designer?
Testing. It's ironic that I work with quality assurance and yet have such challenges in finding enough time and people for testing.
If you could design a game within any IP, what would it be?
Generally I prefer not to be restricted by an IP but a game based on my favourite book The Name of the Rose could be interesting. (I know there is one already but a game closer to the actual story.)
What do you wish someone had told you a long time ago about designing games?
They did tell me but I should have listened better: When you feel that your game is ready, do another iteration, and another, and another...
What advice would you like to share about designing games?
Do a lot of iterations but don't forget what your game wants to be. If you start deviating from it, your game may lose its soul and become just similar to every other game out there.
Would you like to tell my readers what games you're working on and how far along they are?
Published games, I have: Apokalypsis.
Currently looking for a publisher I have: Mingle & Murder (a murder mystery game)
Cosmoclasm (a trick-based area control game)
Find the Bug (a game aimed at teaching IT)
Iconoclasm (an abstract conflict game with shifting support)
I'm planning to crowdfund: Soviet Party (Comrade, Gulag, Politburo).
Games I feel are in the final development and tweaking stage are: Dyce (a trading game with AI buyers and sellers)
Warring States (a trick-based area control game)
Lucca (a tile-laying game both horizontally and vertically, building towers)
Games that I'm playtesting are: Peoples - Civilizations (a simplified civilization game)
Suecia (a trading game with shared infrastructure and player-driven supply and demand)
Games that are in the early stages of development and beta testing are: Find the Bug - Agile and Find the Bug - Project (additional games in the Find the Bug series)
And games that are still in the very early idea phase are: I'd like to design an Arthurian game where the players goals develop due to game events but haven't come up with the right mechanics yet.
Are you a member of any Facebook or other design groups? (Game Maker's Lab, Card and Board Game Developers Guild, etc.)
IGA Developer's Lounge, Card & Board Game Designers Guild, Speldesignerträffar (Swedish group).
And the oddly personal, but harmless stuff…
OK, enough of the game stuff, let's find out what really makes you tick! These are the questions that I'm sure are on everyone's minds!
Star Trek or Star Wars? Coke or Pepsi? VHS or Betamax?
Star Wars, one coherent saga is better than many loose episodes. None, I've reached the age where I need to look at healthy options. None, content is more important than format.
What hobbies do you have besides tabletop games?
Baking and cooking, which fits well before game evenings. Cycling and jogging, which fits well after game evenings...
What is something you learned in the last week?
How easy it is to set up a game in Tabletopia.
Favorite type of music? Books? Movies?
Classical music, synth music of the 80s. Classical books and books with historical themes often appeal to me. Same goes for movies.
What was the last book you read?
I recently reread the Foundation Trilogy.
Do you play any musical instruments?
No, and I could probably get paid not to play any.
Tell us something about yourself that you think might surprise people.
My wife doesn't enjoy games at all.
Tell us about something crazy that you once did.
Wearing an Arsenal shirt during a night out in Manchester perhaps. I had just received it for my birthday. Nothing happened, though.
Biggest accident that turned out awesome?
Unfortunately, my accidents rarely turn out awesome.
Who is your idol?
I've had my success stories in many areas but I'm still waiting for a game design breakthrough and until then my idol remains Reiner Knizia.
What would you do if you had a time machine?
Probably spend more time in the past and in the future than in the present.
Are you an extrovert or introvert?
Introvert.
If you could be any superhero, which one would you be?
I was more into Donald Duck comics than Marvel comics as a kid so none.
Have any pets?
No.
When the next asteroid hits Earth, causing the Yellowstone caldera to explode, California to fall into the ocean, the sea levels to rise, and the next ice age to set in, what current games or other pastimes do you think (or hope) will survive into the next era of human civilization? What do you hope is underneath that asteroid to be wiped out of the human consciousness forever?
A chess set, to inspire the next generation to design games. There are many mistakes that should be erased but perhaps it's better to learn from them (if the next generation is able to do so).
If you'd like to send a shout out to anyone, anyone at all, here's your chance (I can't guarantee they'll read this though):
If you ever visit Stockholm, Sweden, you're welcome to a game night!
Thanks for answering all my crazy questions!
Thank you for reading this People Behind the Meeples indie game designer interview! You can find all the interviews here: People Behind the Meeples and if you'd like to be featured yourself, you can fill out the questionnaire here: http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html
Did you like this interview? Pleasse show your support: Support me on Patreon! Or click the heart at Board Game Links , like GJJ Games on Facebook , or follow on Twitter . And be sure to check out my games on Tabletop Generation.
WWE 2K18 PPSSPP ISO For Android Download (250MB × 4 Parts)
Today WWE 2K18 PPSSPP is what we brought you. It is WWE 2K18 ISO + PSP Folder. File type is WWE 2K18 PSP ISO. This WWE Android Game is a really good game to play in your free time and you can play it on your android device using PPSSPP emulator. It is highly Compressed in 250MB × 4 parts which will make it easier to download for you! You also need a PSP Folder of size 200MB to make it WWE 2k18 in Android!
WWE 2K18 PPSSPP: If you are here, reading this post, then, undoubtedly, you are a wrestling fan and there is no other great alternative than WWE games to make ourselves a part of the action. Good news is that WWE 2K18 PPSSPP game is now available which you can enjoy seamlessly and smoothly on your Android.
WWE 2K18 PSP Compression Info:
- Original Size: 2GB
- Compressed Size: 250MB × 4 Parts (1.2GB)
NOTE: All files here are For Education Purposes only. File Links shared here are total responsibility of their hosted site.
WWE 2k18 PSP Game info:
- Name:- WWE 2k18 Android
- Genre:- Wrestling, Fighting
- Version:- (Latest)
- Platform:- PPSSPP, Android, PSP
- File Type:- .iso
WWE 2K18 ISO Download Link:
PASSWORD -> compressedapk.comWWE 2k18 PSP Folder:
DOWNLOAD
You need PPSSPP to play this game:
- For Android – DOWNLOAD
How to install WWE 2K18 Android:
1. Download all 4 parts of WWE 2K18, PSP Folder and PPSSPP App.2. Extract the files (Use ZArchiver)
- Put all 4 parts of 250MB in a same folder
- Extract the first file as shown in the screenshot below:
- Tap on "Extract Here" and put this password:
- After extraction you'll get a 1.6GB WWE 2K18 ISO File.
- You can paste that ".ISO" File anywhere you want.
4. Now, you'll get a folder of name "PSP".
5. Paste that folder in your device's internal memory. (Replace it with older folder, if you have)
6. Open PPSSPP App and select WWE And enjoy!
NOTE: The icon will look like WWE 2k11 but it is WWE 2K18 Game from inside. And the Game will not work if you haven't pasted PSP Folder correctly in your device's internal memory.
WWE 2K18 PPSSPP Game Android Features:
- This game boasts of a brand new graphics engine giving you the most realistic experience ever. The new engine includes real-time reflections, camera effects, new lighting and much more which really adds to the realistic appeal of the game making it more life-like and simultaneously creating a strong, powerful and robust gaming environment.
- The brand new commentary team of Michael Cole, Byron Saxton, and Corey Graves has been included. Moreover, even the crowd system has been completely regenerated and renewed.
- In WWE 2K18 PPSSPP you can create a match and customize its rules according to your desire. This feature is called as Match Creator/ Create a Match.
- The 'Create-A-Superstar' feature has been regenerated, renewed and revamped completely from the very base to the top. You can actually create more life-like and genuine WWE superstars.
- Even Create-An-Arena feature has been provided with several improvements over the previous versions of the game.
- Another awesome feature of this WWE game is that the maximum number of wrestlers that can be present in the ring at the same time has been increased to 8. Now you can enjoy 4-on-4 tag team match, a ladder match and even in Royal Rumble, 8 players can be in the ring at same time.
- The Royal Rumble and the Elimination Chamber matches have been thoroughly improved and new features for both have been added. Elimination Chamber now boasts of a brand new Elimination Chamber.
Conclusion: WWE 2K18 PPSSPP Apk Game for Android
So, folks, these were the steps through which you can enjoy and experience the awesome game of WWE on your Android devices.If you happen to come across any kind of problem while installing the game, please don't hesitate to ask us and let us know by dropping the issues, which you might be facing, in the comments section below. We will get back to you with a working solution for all your instructional needs.
Moreover, you are welcome to ask any additional queries or questions regarding this WWE 2K18 PSP Game. Please drop the same in the comments section below.