Yearly Archives: 2016

Star Wars: Force Arena

Star Wars: Force Arena is a free-to-play multiplayer strategy game developed by Netmarble Games for Android and iOS. in Star Wars: Force Arena players can lead a team of iconic Star Wars characters in real-time, exhilarating battles against other players on a worldwide scale, but what side will you take? Will you fight for the Empire or help the Rebels push back the Empire’s forces? Build your deck, form your elite squad, lead them into battle, and master the arena in Star Wars: Force Arena.

Features:

Singleplayer Games: Play through a solo campaign and follow along with a story or practice your tactical skills in training mode.

Legendary Duos: Utilize important character-duo relationships like that of Chewbacca and Han Solo to boost your team’s effectiveness in battle.

Limited Events: Participate in limited time events to earn exclusive items and characters as rewards.

90 Minute Fever

90 Minute Fever is a buy-to-play football management MMO developed by Isokron for PC and Mac and is available for purchase on Steam. In 90 Minute Fever players can build their team from a huge roster of players that isn’t just limited to today’s players either! If you’re looking for an innovative, unique football management experience then look no further than 90 Minute Fever! With great management choices, live matches, and huge differences in players you’ll be constantly striving to improve as a manager and seeking out new challenges!

Features:

Live Matches: Participate in live matches against other players, making substitutions and other tactical decisions throughout games to influence their outcome.

Player Attributes: Over 50 different rated player attributes will give you the most variety possible when choosing players for your team.

Player Transfers: An active transfer market and a realistic financial model will make it so you can make great decisions that can yield long-term results.

Forge of Gods Winter 2016 Pack Giveaway

OnRPG has partnered with Panoramik to give out awesome new Forge of Gods Winter Packs to celebrate the holidays!

GODS are not born, they are made by YOU! Join the action in this highly addictive multiplayer card strategy RPG “FORGE OF GODS”! Collect and train as many monsters as you can to assemble the greatest team and burst through hordes of enemies in this thrilling, addictive and fast-paced game! Conjure powerful dragons, sturdy warriors and exotic beasts to fight for you in the land of Pangea! Are you ready for battle?

Winter Pack Includes:
Rainbow Slug, Rainbow Toad, Rainbow Egg – rare materials for Evolution of your fighters.
20 Demon Shadows. Special monsters for Fusion.
30 Princesses Mythica. Special monsters to improve other creatures.
5.000.000 of gold for Fusion, Evolution and Rebirth of your fighters.

Rewards arrive following the tutorial.

Are you ready for a thrilling journey? The Dragon Trainer Pack is a great choice for the true adventurer to get a quick start in Forge of Gods!

 

To Redeem your Key:

  • Launch the Steam client software and log into your Steam account.
  • Click the Games Menu.
  • Choose Activate a Product on Steam…
  • Follow the onscreen instructions to complete the process.

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League of Legends Camille Champion in Review

By Charles Perez (KingsDecree)

Camille the Steel Shadow is one of the most stylish killers in Runeterra, but unfortunately looking good doesn’t equate to actually being good.

We have on our hands the newest addition to the assassination squad alongside the likes of Zed – high mobility, solid burst, and great split pushing. While certainly fun to play, Camille’s fate aligns with the Master of Shadows: a niche pick for the sake of enjoyment and not explicitly to win.

 

Abilities

Passive – Adaptive Defenses: The next basic attack against a champion produces a 20% max health shield against the type of damage (AD/AP) the target champion utilizes.

Q – Precision Protocol: The next basic attack deals bonus AD damage and briefly grants bonus movement speed. The ability can be recast after 1.5 seconds to deal double the true damage.

W – Tactical Sweep: After a brief delay, deal damage in a cone. Anyone caught in the outer half is slowed by 90% over 2 decaying seconds.

E – Hookshot: Dash towards a structure. Upon landing recast the ability to dash again, this time stunning and dealing damage to the first enemy hit.

R – Hextech Ultimatum: Dash towards a target enemy champion, becoming briefly untargetable. Upon landing, trap the enemy champion in an inescapable hexagonal zone for 4 seconds and knock away all other enemies.

camilleAbility

 

Strengths

+Extremely Mobile

+High Burst and Damage Over Time

+Moderate Crowd Control

 

Weaknesses

-Steep Learning Curve

-Squishy Early Game

-Damage is Entirely Single Target Within Melee Range

 

Gameplay Overview

Early on she’s a fairly straightforward assassin looking to kill as many people as possible before they start grouping up and building defensive items, towards the late game she transitions into a more bruiser style of play focusing on damage over time and solid lock down with a reliable stun, slow, and trapping ult. She will most likely be seen in the Jungle with some play in the Top lane, but definitely not Mid due to her poor waveclear.

Generally speaking, wherever she shows up, someone will die. The ult combined with her relatively high burst damage forces a death match, either for or against her. She will no doubt be extremely frustrating to play against, especially if you’re a squishy low mobility hyper carry like Twitch or Jinx.

 

Item build

Camille’s build is fairly ubiquitous all around. Junglers start Warriors, laners start Doran’s Blade/Corrupting Potion, then both go for Trinity Force and Ravenous Hydra typically picking up Spirit Visage and Ninja Tabi or Merc Treads along the way. Otherwise, there are some Guardian Angels, Sterak’s Gages, and a few Sunfire Capes.

The key items are Tiamat, to alleviate Camille’s innate poor waveclear; Sheen, to proc with Q; and then defensive items to stay alive to keep the DoT and Crowd Control going.

Personally I’ve tried a few experimental options like Statikk Shiv, Iceborn Gauntlet, and misc. Attack Speed items, but none of these really worked. Camille’s release build is surprisingly accurate and effective.

camilleBuild

 

Tips

  • Don’t bother strategizing when to proc Adaptive Defenses, it’s up so often and will often negate the damage most likely to hit you, just make sure to get it going in the first place.
  • Tactical sweep is pretty useless outside of laning; save it for just the slow when chasing someone down.
  • While Precision Protocal can be recast before 1.5 seconds, you should almost always wait for the extra damage.
  • The second cast of Hookshot travels double the range if aimed towards an enemy champion. Also, the second cast will go over walls.
  • Hookshot: use it often and aim well. The stun is typically vital to securing kills. However, be cautious of the early game, being caught without it can mean death. Similarly, if playing against Camille, try to fight after she uses the ability.
  • Hextech Ultimatum is truly inescapable, nothing can get out including teleports, Ekko’s ult, and flashes. Keep in mind the push-enemy-out-upon-impact is a displacement which will cancel any spell being channeled.
  • While dashing to a target with the ult – which can go over walls by the way- you are invulnerable, handy for a quick thinking damage nullification against big ults.
  • Never tower dive a Camille unless you can kill her instantly, she can ult to trap you in turret aggro then get away or stun with Hookshot.

 

Longterm/Competitive Viability

While fitting fairly comfortable into certain roles, she’s still extremely dependent on execution. Casting even a single ability at the wrong time in the wrong place can completely ruin your combo, not only giving up a kill, but you’ll probably get killed yourself. Difficult to learn for sure, but exceptionally satisfying to do well, I have no doubt she’ll have her niche one trick ponies right alongside those Rivens and Yasuos mains.

However, in competitive or high elo, she’s not so hot. Players will knowingly punish even the smallest of mistakes. For example, being caught without her Hookshot can easily mean death despite the low cooldown. Similarly, experienced players will refrain from panicking from being trapped in the ult and respond appropriately, as will their teammates. This, in addition to a lackluster endgame, and poor jungle/waveclear means she will likely never see the spotlight.

Why play Camille when Zed and Fiora, which aren’t played, are strictly better?

 

Go Back to Killing Titans Mikasa

A new one trick pony enters the fray! These Camille players will be annoying to play against due to their locking down ult and insane late game mobility, and when you try to play her out of anger you won’t be able to do anything, leading to even more frustration.

Camille the Steel Shadow is an inherently tilting champion with big highs and frequent lows, but whatever it is, you’ll look damn good doing it.

How Marketable are HTML5 Games?

By Guest Writer Katie Green from CrazyGames.com

 

 

For gamers who primarily play AAA or other large budget titles, it might be difficult to understand the profit potential of HTML5 games. HTML5 games are not flying off the shelves, being bought in record numbers on Steam. How are the developers earning any money? This article will explore a few game titles and companies behind them that are earning their income in the browser-based market.

Agar.io

Agar.io is one of the best known cases. Having been developed by 19-year-old Matheus Valadares, he announced its release on popular image-board 4Chan. Matheus sold rights to Miniclip.com, giving them rights to license Agar.io on app stores in exchange for revenue sharing. It’s important to note that Miniclip does not own Agar.io, only the rights to license it on app stores, and the Agar.io website and game itself is owned by Matheus. From advertisement revenue on website and apps alone, it’s estimated that Agar.io earned several million dollars for its developer. Not bad for a 19-year-old Brazilian.

Agar.io is a perfect example of the current market trend, which has been dubbed the “casual game gold rush.” Developers are crafting their games around sponsor’s expectations, which are simple, casual pick-up-and-play games with minimal control schemes. It’s not that HTML5 isn’t a powerful engine, as it’s perfectly capable of 3D games. It’s more the fact that sponsors realized a long time ago that the most profitable games are often the simplest, most user-friendly.

HTML5 game developers, hoping to earn an estimated $5,000 – $30,000 per game with ad-revenue sharing licenses, are working to pump out these casual games to earn their fortunes in increments. It’s not unusual for an HTML5 development company to have more than 30 to 50 game titles in their portfolio. We could say that this is oversaturating the market with casual games and HTML5 clones of popular games, but device limitations also need to be taken into consideration.

FlappyBird-Mobile

A core slogan of HTML5 development is “one language, multiple devices.” This means that HTML5 game developers are aiming for their games to be playable across computers, mobile phones, tablets, smart TVs, etc. Thus, an HTML5 game should play just as smoothly at 1920×1080 resolution as it does on an older, 320×240 phone. Simplicity in game design is one of the keys to achieving this, as it would be counter-productive to try and create a highly polished, graphic-intensive game.

Of course, just because ad-sponsors are looking for Flappy Birds-type games, doesn’t mean developers aren’t finding other ways to make income. Free-to-play browser-based MMOs are still a successful business model, and some developers have tried HTML5 for this purpose. Some developers have even tried updating their existing Java and Flash clients to HTML5, with different stages of success.

HTML5Runescape

Two notable examples of porting MMOs to HTML5, with key differences in the final product, would be RuneScape and Achaea.

Jagex, the developers of RuneScape, announced in 2012 that they were working on a new HTML5 client for RuneScape, citing increasingly outdated Java limitations as their reason. However, HTML5 did not meet the needs of Jagex, and they ran into performance issues with HTML5. Eventually, they scrapped the HTML5 client altogether and created a brand-new, downloadable client called NXT, written in C++. With this new game engine, Jagex was able to make several graphical improvements that they could not achieve with HTML5.

Achae

On the other end of the spectrum, Achaea, a popular MUD (multi-user dungeon) similarly ported its client to HTML5. Achaea is a text-based multiplayer RPG, and because graphics and performance are not a key worry for its developers, they were able to focus on creating a highly accessible MUD client for new players. Achaea has had a handful of clients over the years, from Java to Flash, but their current HTML5 client has been the most fanciful thus far. “Fancy” and “MUD” might not be two words you’d expect to go together, but Achaea’s HTML5 client introduced a range of new GUI elements to players, which has increased its appeal to new players, despite being an old-school MUD.

Both games above are examples of MMOs that operate on a free-to-play, pay-for-perks model. However, their success in the game industry was established long before HTML5. It’s difficult to name a financially successful, modern MMORPG built entirely on HTML5 from scratch. A quick glance at any “top list” of HTML5 games shows a plethora of simple casual games, developed for maximum simplicity and ease of play. The unfortunate irony here is that, while HTML5 is touted as a replacement for Flash for multiple reasons, the surface of its power is barely being scratched by the current casual game market.

Top-HTML5-Games

That isn’t a dig at HTML5 developers, however, it is merely an indication of the market demand. As I mentioned before, ad-sponsors are primarily focusing on licensing games that offer simplistic, addictive gameplay. This puts the game developers in a precarious position – do they spend large amounts of time on trying to unleash the power of HTML5 to create a fully-fleshed game, with no guarantee of profit, or hop on the bandwagon of what is tested and proven to work?

Perhaps HTML5 was not meant as a technologically superior replacement for Flash, but rather a continuation of its limited capabilities, with increased support for modern devices. This would put HTML5 in the sphere of incremental innovation, rather than radical.

Phaser.IO-Features

A final example of success in the HTML5 game industry would be companies that focus on development, whether for themselves or for clients. One particular company we researched who specializes in developing HTML5 games for clients, typically works with existing game frameworks such as Phaser.io. The games in their portfolio are often little more than examples of the games they can build for clients. Companies like this typically charge between $5,000 – $20,000 per game, with the client retaining full rights to the game to license or sell as they please. However, the clients are basically gambling on the potential virality of their game idea. Throwing down $10,000 on outsourcing a simple, 10-level platformer browser game is certainly a risk, but it might be worth it for already established brand names with high market visibility.