"Player160's app delivers game videos, highlights, and detailed analytical matrices upon the club's request. These are presented in comparable graphs that facilitate easy performance comparison across different games. This data is personal and exclusive to the player and his family."
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I think this is a revolutionary step on Linkedin as a platform ! Tried to play these games and they are no joke they not only enhance our vocabulary and logical thinking but also is a good pass time ! #linkedin #linkedingames LinkedIn #enhancement #lifestyle
LinkedIn launched Games today - check out three new games at Linkedin.com/games or on the app! There is Crossclimb, Pinpoint, and Queens. Proud of my Queens score on day 1! Queens #1 1:34 👑 lnkd.in/queens.
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The New York Times’ Word Search Game "Strands" Added to Games App The New York Times' popular word search game, Strands, is now officially available in the NYT’s Games app on both iOS and Android. Strands is a word search puzzle with a thematic twist. Each puzzle has a specific theme, guiding players to find related words, including the unique "spangram" word that spans across the puzzle. Every letter in the puzzle contributes to a themed word or the spangram. For those who need assistance, hints are available by locating three non-themed words on the board. According to The New York Times, Strands is the third most-searched game, following Wordle and Connections, and is almost as popular as Spelling Bee. Most players are successfully completing their puzzles, with 83% finding the spangram daily and a completion rate of around 81%, comparable to the Mini Crossword and Tiles. Strands will be integrated into the Game tab in the main NYT app later this year. Not all of The New York Times’ games achieve the same level of success as Wordle, Connections, or Strands. For example, Digits, a math-based puzzle game, was available in beta for a short period before being discontinued, despite its clever concept.
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Wondering how much extra revenue your game could generate? 💰Discover it with our data-driven revenue potential uplift calculator. 📊 Input your game's name and see the untapped revenue potential. Try for Free: https://lnkd.in/eEUk45H5 Our revenue growth estimate for your game uses SuperScale's proprietary model, considering store revenue, ARPDAU, active users, and genre. This "lite" version of our SuperPlatform model leverages our experience with over 200 mobile games. Read More: https://lnkd.in/e2F2N5n4
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January is coming to an end in this new 2024 (it feels like January has lasted for two months now, but oh well 😅 ) and I would like to take this time to recap 2023. for Madness/Endless, of Poke the Ant, Anthony Romano and myself. It was quite a year. 1. Nominated by PocketGamer.biz for the Best mobile action game of the year - https://lnkd.in/djdXGhT8 2. Indie Live Expo - Nominated for Best Game Feel Award (Quite awesome to be there next to Blasphemous 2) https://lnkd.in/dem5Xtgx 3. Included on Made with Godot showcase - https://lnkd.in/dhjtjpPZ 4. 122K views on our trailer on YouTube - https://lnkd.in/d2FAyDbW 5. GooglePlay - March's Spotlight of 2023 6. GooglePlay - Weekly Highlight 7. GooglePlay - Spotlight of 2023 8. AppStore - Game of the Day 9. AppStore - Reached #5 spot on the Top paid games - Action 10. AppStore - Reached #15 spot on the Top paid games 11. AppStore - Best New Games List 2023 12. AppStore- Received an Editors' Note 13. AppStore - Featured on the New Game section 14. AppStore - Our Favorite Games of 2023 If you still haven't checked out the game here is THE link: https://lnkd.in/db-qpg9G Now, onto 2024. We are starting on a new game. More to come soon. 👨🔬
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Steam Adds Support For, And Tightens Rules For Season Passes Games on Steam that have DLC are listed pretty clearly, but the same doesn’t apply to season passes. Valve is looking to change that, as the company has added support for them, and with it comes a list of guidelines for developers to follow as well. Valve is pretty much stating the obvious when it defined season passes as “effectively a DLC pre-purchase”. But it adds that “because pre-purchases also have their own set of rules, the platform is only giving season pass support to devs and publishers with “a well-established relationship and that have a proven track record on Steam”. Also mentioned in the Steam guidelines is that selling a season pass is a promise for future content. As such, Valve tells devs or publishers to either commit to their launch, or don’t offer them at all. Partners will be able to delay them by up to three months, but beyond that they’ll need to contact Valve directly. (Image source: Valve.) Despite the seemingly stern tone, the Steam guidelines also include some pretty lax language. For instance, Valve demands that there is “a basic description of the content that’s included in each DLC”, which can be as simple as “new weapons”. Which doesn’t say much in, for instance, fighting games where the only options are new characters or stages, minus extra egregious things like frame data. The company is also making a clear distinction between season passes and battle passes, making the latter not apply to the new Steam guidelines. In short, the latter is the track in games that gives you smaller microtransaction items like cosmetics for free, if you meet certain play thresholds or achieve certain milestones. Sure, devs and publishers of games may give creative names for either, but for the purposes of Steam’s guidelines, it’s a useful enough description. (Source: Steam) The post Steam Adds Support For, And Tightens Rules For Season Passes appeared first on Lowyat.NET. https://ift.tt/Ayw0iXt
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Valve corporation has implemented updates to Steam's store page system to enhance discoverability for developers. These changes were made in response to feedback received from developers, including discussions at Gamescom. Key Changes: 👉 Related Items Customization: Developers can now choose which games appear in the "More From this Developer" section of a game's store page. 👉 DLC Pinning: Developers can highlight a specific DLC item to draw attention from players. 👉 Flexible Customization: Developers have control over the order of related games and can manually adjust their position. These new features provide developers with greater control over how their games are presented on Steam. By carefully selecting related titles and highlighting specific DLC items, developers can increase their games' visibility and attract more potential players. For more details on these changes and how to implement them, developers can refer to the official Steam documentation. https://lnkd.in/ekWfnQKP
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Why make new games instead of fixing the old? We always strive to deliver a joyful experience to our players and in order to do this, we have set some rules and standards to follow. Part of this includes keeping our games updated with the latest technology and this was no longer sustainable for most of our older games. The older games were designed in a completely different era of the mobile games industry, one that wasn’t prepared for the live-services and constant content and technological updates that many players expect and demand from today’s mobile game experiences. We are constantly trying new things to bring you new and fun games! Why don’t you just put them live on the appstore again? Honestly, we’re gonna have to rebuild a lot of those games almost from scratch in order to keep them compliant with evolving platform requirements. When we know how, where and what we can bring back, we’ll let you know. But those old games as they are will still remain removed from appstores. Do you already know that a certain game will be impossible to resurrect? It would be ridiculous to not bring back the original game that started it all, wouldn’t it? But with that in mind, we do have some discovery to do on how and where we are able to do this. We are continuously going to look at ways to maintain fan favourite games even if they are no longer available on the appstores. We will update when we have more information on which titles are coming, where and when. When will you share something? We aren’t prepared to share a release date or first title at this time, but will try to keep some regular updates coming on our Twitter accounts as we find out more and have something to share.
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