Pierced not his grace, but were all graced by him.
<p>We've had some great indie titles coming out this month, and on the last day of August why not send the month off with the release of The Tale of Doris and the Dragon.</p><p>Before it's mentioned, yes, I'm well aware that I'm a little late to the party but as our darling Doris is heading out on an episodic adventure we'll be seeing the game again soon when episode two rocks up.</p><p>The Tale of Doris and the Dragon is a point-and-click adventure in which Doris, an elderly lady, finds herself in purgatory after passing away on earth. She'll encounter new friends, strange creatures, and some rather helpful dragons on her quest to find her love, Albert.</p><p>Featuring some rather classic pixel art and a haunting score that fits the 90s feel of the game, it's a nice addition to the indie genre and its point-and-click style means that gameplay on mobile should be fluid.</p><p>Grabs The Tale of Doris and the Dragon, episode one, here on the App Store for £2.99/$3.99, or on Google Play for a similar price.</p>
Upon his lips their silken parcels hurls.
"Don't let Small Anne Cordelia spoil her clothes," warned Diana anxiously.
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<p>According to successful iOS developers like Atypical Games, Rogue Rocket Games, and Slitherine, Android gamers don't pay for premium games.</p><p>That realisation dawned on them after witnessing their own and other's unsuccessful attempts at releasing premium titles on the Play Store.</p><p>However, that only tells half the story. What about the developers that have managed to hit it big with premium titles on Android? It's time we heard their thoughts on this matter.</p><p>We reached out to premium developers ustwo, Not Doppler, Sirvo, DotEmu, Coffee Stain Studios, and Rainbow Train to learn more about how to sell premium on Android and what advice they'd give to developers who have struggled to make an impact.</p>Rainbow TrainoO / HOOK<p>Maciej Targoni: "I think the most important element (to a premium game's success) is the unique look and game play. It's really hard to make a game like Monument Valley and struggle with sales.</p><p>"With HOOK or oO I did almost zero marketing. I just showed a game here and there and people picked it up just because it wasn't another Flappy Bird or 2048 clone.</p><p>"Being different is the easiest way to get through.</p><p>"I don't think too much about monetization. Game design is my main focus. I think that ads and IAPs are destroying experience, so I had no option but to make a paid app.</p><p>"Maybe it's just luck - I have no idea. I will have to replicate success with upcoming titles to be sure."</p>DotEmuR-Type / R-Type II / Another World<p>Cyrille Imbert: "Premium is a struggle when you have to get your name out. It is such a tough and competitive market today that if you need to get people to know that your game is great and make them pay for it before trying it, you are going to have a bad time.</p><p>"The only solution if you don’t have a renowned license or a well-established catalogue is to make a game as good as you can. Never give up on the quality and try to talk directly to people and communities that might be interested in your game, the rest will follow at some point.</p><p>"Monument Valley, The Room, and Threes! are successful games that came out of nowhere because they are great games and ideas with a high level of quality. People have so much fun playing them that they do all the promotion themselves. Quality and fun are keys.</p><p>"By doing this it will also be easier to convince a publisher that your game is going to be successful… This publisher might have the means to get your name out when you don’t."</p>ustwoMonument Valley / Monument Valley: Forgotten Shores<p>Matthew 'Mills' Miller: "Simply put from my view, quality sells on any platform. It's just a question of how much."</p><p>Dan Gray: "It's performed pretty well if you look at it individually - as a percentage of total Monument Valley revenue it accounts for 20 percent if you include Amazon and Google Play together.</p><p>"Of course there's other factors towards sales being so weighted in favour of iOS like the Apple Design Award and GOTY. But even when looking at a general influx of new players like the House of Cards featuring, revenue is around 25 percent that of iOS. Considering the number of devices out there and the amount of noise from social media it's been slightly underwhelming, but these numbers do fall in line with other developers' experiences.</p><p>"I think any promotion or noise we have always spills into other platforms, and the initial success of Monument Valley on iOS definitely helped with the launch on Android. It gave us a nice staggered release and enough time for hype to circulate before our Google Play release.</p><p>"I mean it's a struggle for anyone who wants to make premium games on either platform. Just taking a quick look at the charts in the US, there's only eight games in the top two hundred grossing on Google Play and that only changes to fourteen on iTunes. Apart from the ever present outlier of Minecraft, it's practically impossible to permeate the top one hundred for a prolonged period of time.</p><p>"One thing our team tries to stick to is the idea of "moments". If you're releasing a game with zero paid marketing the only thing you're relying on is word of mouth and general buzz. Why is the player going to mention this to a friend, say something on Twitter, or post a picture on Facebook - what are those water cooler moments?</p><p>"With Monument Valley those moments begin the first time you rotate a piece of geometry in the intro. That moment where you say "I don't understand, how do I do this?", then it all clicks into place in an unforeseen way. That's the thing you tell your friend and that's the thing you put in a family members hands and those moments are placed in every chapter you play.</p><p>"Another angle of Monument Valley is the art style and visual polish. In a world where free to play games chase thousand hour game loops, it isn't viable to commit the amount of polish we do for a comparatively short piece of content. Play on this contrast and give players an experience they simply couldn't get from a free title. Go for being a relatively small but sumptuous fillet mignon as opposed to an all you can eat buffet, it's the only way we can compete."</p>Not DopplerEarn to Die / Earn to Die 2<p>John Daskalopoulos: "In our case, consistent promotions to our web audience, plus upselling from shorter standalone free online versions has definitely helped maintain Earn to Die's strong performance as a premium mobile title over the last few years.</p><p>"I think selling premium content is a universal problem that many developers / publishers experience across all mobile platforms. The main problem with premium games is that the upfront price instantly stalls the word-of-mouth growth potential of your game, making it much harder for your game to go viral.</p><p>"My main advice is to evaluate your monetization strategy for your game. If your gameplay is supported by IAPs, has natural placements to include interstitial ads and / or is well-suited to video ads, opting for free-to-play could end up becoming a worthwhile decision - particularly if you have struggled with premium in the past.</p><p>"This isn't to discount premium completely - as there have been a number of great premium success stories recently - but going free to play does have a number of benefits -particularly to publishers / developers who don't have an existing audience to cross-promote to.</p><p>"If premium is the chosen strategy for your game, ensure that it has the necessary hooks to attract your target audience, and have strategies in place for how to attract people past the initial pay barrier. Investigate what key factors for other premium games with similar target audiences to your own have done to achieve success, and determine if adapting a similar strategy for your own game is feasible."</p>Coffee Stain StudiosGoat Simulator / GoatZ<p>Armin Ibrisagic: "I think the main reason Goat Simulator sold really well on mobile is because it was already a pretty well-known PC game. We saw a lot of people buy it on day one.</p><p>"That initial boost right bumped us up on the sales charts, which helped give visibility to completely new customers.</p><p>"I think mobile developers specialize in mobile far too often - for us the mobile version of Goat Simulator has worked great in synergy with PC, and with other platforms as well."</p>Sirvo<p>Threes!Asher Vollmer: "Sadly, I have no clue why Android users spend less money than iOS users on premium games. I have a hunch it might be related to the fact that Android phones tend to be cheaper than iPhones, which means that the people who buy them are just more frugal in general.</p><p>"Threes! is a very sticky game that people tend to play for a while. I think that's been the main factor in its success on any platform.</p><p>"Threes!'s success up to this point has been more about its sturdy game design and less about any sort of savvy business decisions."</p>
<p>Do we need more games about punching? Yes. The answer is always yes. So dust off your knuckles and celebrate the arrival of Fist Puncher on Android.</p><p>Fist Puncher is as good a name as any. It's a game about punching people with your fist - a retro-style 2D brawler - after all. Whether or not you punch fists is debatable. You certainly punch skulls and ribs, though.</p><p>And anyway, we already have Punch Quest, Trigger Fist, Fist of Awesome, and Unstoppable Fist, so Fist Puncher is just fine.</p><p>It was originally released on PC a couple of years ago and seems to have gone down well. Like a knuckle sandwich delivered to the face of a pompous git.</p><p>Anyway, if you don't mind a bit of sidescrolling street fighting, Fist Puncher is here for you. It's also full of complete buffoonery.</p>
<p>You can't get WarioWare for iOS, so the next best thing is Mucho Party, GlobZ's wacky Gallic mini-game collection that sees you feverishly painting the floor with a car and playing air hockey against a friend, among other things.</p><p>We gave Mucho Party an 8/10 when we reviewed it last year. It had 30 levels at the time, and from tomorrow it's going to have 42, meaning its score will be around 11.6 out of 10.</p><p>Or maybe not. But the two new mini-games look like solid additions to the library. One sees you bowling face to face against an opponent, and the other sees you racing a friend to open presents. Check out the screenshots above.</p><p>You can download Mucho Party from the App Store now for free (though it costs £2.99 to get the full game.)</p>
Oft did she heave her napkin to her eyne,
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He preached pure maid and praised cold chastity.
Some in her threaden fillet still did bide,
Variety of filters and stickers
<p>A pre-registration page for the Mobile version of League of Legends briefly appeared in China and Brazil today. It has since been swiftly removed by Riot but speculation is now high that the announcement and pre-registers are likely to start tomorrow, which will mark the 10th anniversary of League of Legends.</p><p>Daniel Ahmad was one of the first industry analysts to comment, providing images that you can see below. He states in a follow-up Tweet that the gameplay will apparently be the same as the PC version but obviously, designed with mobiles in mind.<p>A pre-registration page for League of Legends Mobile went up in China earlier today.The link is no longer live. Perhaps it leaked early before the 10th anniversary stream tomorrow. pic.twitter.com/rM57hVlTos— Daniel Ahmad (@ZhugeEX) October 15, 2019Rod Breslau, an esports consultant, also Tweeted about the game with more speculative information stating that sources have told him there's more than a mobile version of League coming. He said they're also planning on launching a digital card game called Legends of Runeterra alongside an anime based on the League of Legends universe.</p><p>This somewhat contradicts Daniel Ahmad's Tweet where he says that Legends of Runeterra will be the name of the game in China. Either way, most people are agreeing that we'll probably find out more information during the 10th Anniversary stream.<p>Riot Games will announce a new digital card game titled 'Legends of Runeterra' during the League of Legends 10th Anniversary event today, sources tell me— Rod Breslau (@Slasher) October 15, 2019This stream is due to take place in the early hours of the morning for Europe at 3 AM CEST on October 16th. Meanwhile, North American viewers will be able to tune in at 8 PM CT on 15th October on the League of Legends Twitch channel. </p><p>Some leaked footage of the game surfaced on the internet back in August so we've been aware of the game's existence for a while now. However, how much of the above speculation is true remains to be seen. Though a reveal for the mobile version of the game during the 10th Anniversary stream would make logical sense.</p>Check out our news section to discover the latest, and greatest, games.
A GROOM used to spend whole days in currycombing and rubbing down his Horse, but at the same time stole his oats and sold them for his own profit. "Alas!" said the Horse, "if you really wish me to be in good condition, you should groom me less, and feed me more."
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