Friday, March 29, 2019

Top 9 Highest Paying URL Shortener to Earn Money Online 2019

  1. 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
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

  2. Linkbucks

    Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    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
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  3. Short.am

    Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    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.
  4. 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
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

  5. 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
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

  6. 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.
  7. 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.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

  8. 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
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  9. 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
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

Getting A Bit Of Everything In Guild Ball: The Union




Tuesday night is our game night out at Top Deck Games (aka Card Titan online if you're into Magic the Gathering) and last night was the first time I've been able to make one in a while. 

It was also the first night in a long time where I was able to get two whole games in, and it ended up being two Guild Ball games for me as the other Warmachine players had already paired off when I was done my first match. 

I decided I wanted to play more of my newly fleshed out Union as I'm probably most excited about playing them.  I figured I'd post about why I'm personally excited about them given my history and what I feel makes them strong. Please keep in mind, I'm no expert at the game so this is more of a layman's perspective. 

Why I'm Excited About Union

I can't talk about what makes me excited to play Union without talking about my previous teams in Guild Ball.  I started the game playing Brewers, and then picked up Engineers because well, I like beer, and I'm an Engineer.  

Brewers, especially when I picked them up, were more of a fighting team, and Engineers once they got reworked were more of a goal scoring team, so they'd make excellent compliments to each other, or so I thought.  Both teams also generally rely on a single captain more than the other. Brewers generally want to be playing Tapper and Engineers generally want to play Ballista. 

What I've found from playing both teams is that it's like playing the two extremes of the game. It's not quite as opposite as playing Butchers and Fishermen, but it's close enough to feel limiting.

Union by contrast can more easily play what the developers call a balanced game, looking to get 2 goals and 2 take-outs to get the 12 points to win the game.   This is probably why I'm more excited to play Blackheart as my Union captain compared to playing what most people consider to be the stronger Veteran Rage as my captain, though I do enjoy playing both. 

My First Dream Team

I wanted to make a team that had as much 2" Melee as possible while also being balanced.  Back in June of last year, it appeared that Union had a good 6 player lineup for this:

Blackheart, Strongbox, Harry, Mist, Benediction, Gutter

Then in July the nerfs came for Harry which toned the team's damage output way down, but I still feel as though these 6 players can make for a hell of a team. 

Blackheart can still score from very far away, using all kinds of dodge shenanigans to get in range for his 6" kick to nail a goal, quite likely at Tap-In range.  He also has Butchery which can give you +1 to damage results against the model hit, and with all non-mascots having 2" melee, it's not hard to stack crowd out's on the player you've hit with Butchery.  Strongbox add's +1 TAC in a 4" aura, which again can allow someone like Gutter to get in and do a massive amount of damage, but nearly anyone on the team can be made to hit hard enough to be a problem with that kind of setup. 

And then there's Mist. He's got to be one of my favorite models coming from playing Brewers and Engineers. Now that Slothecian models have been released, he gets a free 2" dodge if he's within 6" of Grace or Benediction. He has Acrobatics, so he's got a guaranteed 2" dodge.  He has 2" Melee which is fantastic on a striker, and he's got dodges for days.  A turn 1 goal with him when you're receiving is extremely easy to bang in, and with him kicking off it's not impossible to get in that scenario either if your opponent isn't very careful about it. 

The Extended Roster

Blackheart wasn't my first Union captain, that went to Veteran Rage, since I could buy him and Strongbox cheaply in a blister and I already had all the other models necessary to make a team with him at the time (a friend had given me an extra Mist model he had as payment for splitting a pizza on game night – damn Guild Ball is a cheap game to get into).  This gave me a 6 man of:

V. Rage, Strongbox, Avarice & Greed, Gutter, Mist, Harry

This team was far better before Harry and Avarice & Greed were nerfed, but now that I've fleshed out the guild there's a lot of flexibility on how you can build a solid Vet Rage team.

My 10 player lineup is now:

Blackheart, Vet Rage, Strongbox, Avarice & Greed, Gutter, Mist, Harry, Grace, Benediction, Decimate



As of last night, I tried out the following team for Rage and it worked well into Engineers:

Vet Rage, Strongbox, Mist, Gutter, Decimate, Grace

With this, I have three models with 3 dice kicks, and two models with an 8" kick.  While it seems like a lower Influence team at only generating 11 influence, it gets 2 influence for free to fuel Grace every turn.  This allows her to give a "free" Quick Foot to extend Rage's personal threat or to make Mist go even further to score a goal. 

Since it's a Vet Rage team, few people want to fight into it and so go for goals, allowing me to easily get snap back goals with Mist or if I'm receiving, get a very easy turn 1 goal with Mist.  Getting an early goal is a big deal for the team since the extra goal Influence goes a long way to helping Rage do what he wants to do.

It's hard to understate how deadly the team can be with Rage's Heroic or Legendary play and Strongbox's 4" Aura.  Last night I had a setup where Colossus (DEF 2, ARM 2, Tough Hide) was crowded out by Mist, Grace, and Strongbox. Rage popped his Legendary play and then charged in for free with Furious. On the wrap I got a Knockdown and did 4 damage.  I then spent 4 Influence on Red Fury, not making Rage attack, but making Strongbox, the friggin Turtle attack.  

The amount of damage it does in this situation is outrageous: 2 Base Attack, +1 from Shelling Out Aura, 3 Crowd Outs, +1 from Legendary Play, +1 dice from a DEF 2 model being knocked down is 8 total Dice for TAC and +1 to all damage results.  Since Strongbox only has a 2 deep playbook, he is able to wrap many times. Even with Tough Hide taking damage off of each result, I was still regularly pulling 5-6 damage per attack after Tough Hide. With 4 Red Fury attacks I easily took down one of the biggest models in the game with a little turtle.  He's like an honorary Teenage Mutant Ninja Turtle, I should try and paint a mask around his face.

Strengths and Weaknesses

One final thing that Union has over my other teams is that with my lineup I really can pick either Blackheart or Vet Rage and play two very different games, which is something relatively rare in Guild Ball. 

This isn't to say that the team is nothing but a power house, I actually lack a significant amount of resiliency that I normally have with a lot of Tough Hide models.  As it is a lot of my models are either 4/1 or 3/2, which is possibly better than average, but once they get knocked down or debuffed they will take a lot of damage very quickly.  So far my games with them have been good, but I intend to play a lot more with the team.

The only thing is…I really want to play more with my Engineers and even my Brewers since it feels like so much has changed in the game since I last played.  I'm definitely riding high on Guild Ball in general right now and it feels pretty good.

Final Fantasy XIII- Catholic Review And Analysis

As generally a retro gamer, it has taken me a long time to get around to playing FFXIII, and I just completed it earlier this week. My younger brother finished this game back when it was first released and from conversations with him, as well as with other Catholics, I could see that the game had a lot in its plot and underlying philosophy that was worth thinking about in the light of Catholic truth.

I've got to say I wasn't wild about a lot of the aspects of this game's gameplay- I lamented the loss of towns, NPCs, puzzles, and, overall, the presence of gameplay elements beyond fighting or watching cut-scenes! The game is clearly more ordered to a world that is dominated by FPS games and a lot of people enjoyed the movement of the series into new avenues. I thought the battle system was well crafted and whilst the crystarium system was a bit tedious to constantly update, it allowed for serious gamers to craft out clever strategies and characters with interesting stats. The upgrading of weapons and accessories worked fairly well, but it unfortunately made gil (money) farming through repeated battles a major necessity if you wanted to fully upgrade everything.

30 hours in the game and you can finally explore!

Anyway, my reviews aren't really on that kind of thing and I've probably written too much on those aspects of the game! What I really want to talk about is, can we see Christ in this game? Can we learn of Almighty God in a parable form? Do we find a worldview expounded by the characters that resembles a Christian philosophy? Does playing the game make me want to strive towards virtue and sacrifice? Do I fear hell and offending Almighty God, do I desire to pursue His will above all things? Let's have a look via the usual categories.


Character and identity

So, here we are considering, does the game acknowledge the way in which character is formed by acts of the will, making him, as a result, either good or evil. We are also considering whether the game supports a worldview of 'vocation'- that each one of us has a certain 'telos' or end written into our souls an end we need to reach in order to fully flourish in this life and to reach the beatitude of heaven. For Christians we understand that this telos or vocation is a reflection of a particular attribute of Almighty God, which we are called to embody. Bound up in embodying this attribute of God will mean 'becoming who I was born to be'.


Final Fantasy XIII features a set of demi-gods who give characters a "focus". a mission they need to fulfill, in order to achieve eternal rest and, which if they fail, leads them to transform into a zombie-like creature.

Now, this whole focus business could have been a really interesting Christian parallel, a bit like being given a vocation by Almighty God. However, the game makes it clear that having a focus, a definite mission given by these demi-gods is a cruel form of slavery and that the paradise of completing the focus is really just being frozen in a crystalised stasis.
Of course, Crystalised Serah is completely naked
(even though she had clothes on when she was changed into a crystal.)
The game therefore takes up as its main refrain "we are free, we have choice, we will not be bound by destiny or by a mission given to us by a higher power". Of course, in the case of XIII, the higher power is, in fact, in some way malevolent, but the refrain is seriously anti-Catholic in its tone. Certainly, we are uniquely endowed with freewill, but for humans free will only leads to flourishing when we use freedom in a way that accords with our fixed human nature and the fixed ultimate telos that God has given to each of us. 

But perhaps underneath the focus that the demi-gods give the characters, they recognise a more fundamental vocation? In some sense that is true, they decide among themselves that they must save Cocoon, the world they inhabit, and rescue certain friends of theirs that have been 'enslaved' in the eternal rest of crystalisation, and in particular, a girl called Serah. But the problem is their mission to save Cocoon is depicted throughout as their choice, their defiance against destiny, the triumph of their free will over a quasi-divine order (even though in this case the divine order is malevolent). Hope Estheim seems to be the main voice of the game's philosophy throughout and it is he that cries out to the demi-god "We'll decide our own destiny".

Fang- anti feminine. 
In terms of battle system, there are some positive elements for characterisation insofar as there are characters which are clearly ordered to one fighting style over another (basically like the job system in earlier ffs). However, it seemed to me slightly odd that two of the young female characters are physically the strongest, this contradicts the God given order of femininity. In RPGs female characters should ideally be most suited towards a healer/white mage/summoner role rather than the knight or sentinel. In some sense the game promotes therefore an anti-women ideology that opposes true femininity. The female lead character of Lightning is particularly cold and unfeeling, she is a little like a female Squall but without a Rinoa to soften her edges. In many ways she is an anti-woman, and another party member, Fang, is also very masculine in personality. Female characters are also generally depicted as dressed immodestly, so they are basically male personalities with immodestly revealing clothing and long hair. This situation isn't completely true as Vanille certainly has more feminine personality qualities, but then again we have a bizarre situation with Hope's parents where his mother has taken the role as a gun-wielding rebel while his dad seems to be 'mr. sensitive stay at home dad'. So, in sum, a lot of the characters present a distorted image of gender roles in a way which doesn't reflect the general reality of the created order established by Almighty God.
    

Reality of Objective Moral laws.
Does the game ultimately accept that there is a moral order and that if a character violates it he or she damages himself in some way? That's hard to say. The characters are certainly driven by the desire to do good, but what is the good for them? Hope says at one point "There's no way of knowing what's right. All we can do believe on ourselves.... I might not make all the right choices. But as long as I'm the one who decided what to do, there's nothing regret." That seems to be the message of the game regarding moral laws- so long as you are the one who decides for yourself and you do so with the right intention, that's all that matters. Ultimately, we are dealing with a very shaky grounds for a morality here that brings everything back to a fuzy feeling and the sacrosanct nature of individual autonomy. 

Snow the determined hero
The best lived out lesson in morality is in the part of the story when Hope attempts to kill Snow. In this section we see the silencing of Hope's conscience in a way that is clearly irrational and disordered, this is presented well for the audience and they are made to see how revenge is not the route to human flourishing and that hatred perverts an individual's character. Snow throughout wishes to protect Hope and even after Hope has tried to kill him remains a model of forgiveness and of being faithful to a vow he has made to keep him from harm. 

Interior Struggle to pursue the good.
So, are the characters depicted as having to overcome evils within themselves and even to go against their own advantage in order to pursue what is fundamentally good for themselves and others? In one sense the characters are going through great difficulties in order to rescue Serah, this is most evident in Snow, who is perhaps the game's most traditionally heroic character. He clearly has a deep affection for his Fiance and when she is crystalised he is completely fixed on rescuing her, he protests to Lightning saying "Serah's my bride-to-be. I promised to be her's forever.I don't care how long I have to wait".(In an early cut-scene we watch Snow and Serah engaging in a mortal sin of a romantic kiss proper only to those who a married, so maybe that whole "don't care how long I have to wait" isn't completely literal, for Snow is already taking more than he has a right to under God's law.)

There is another instance which depicts the struggle to pursue the good even when it is not followed, this is in Vanille's continued struggle to reveal to Sazh how she was responsible in part for leading his son to be turned into a crystal. She doesn't own up but we catch a glimpse of the struggle. We see a triumph over the struggle when Sazh makes the choice not to take his own life in despair but to continue onwards to help others.

Divine Providence working through free will.
FFXIII is a game which seriously opposes providence, fate, vocation and destiny with free will. The game repeats a refrain that there is no such thing as purpose, and no grand design, only free choice. A Christian philosophy would always show how evil destroys itself by it's own disordered choices, we don't really get this coming across in XIII. The Christian philosophy acknowledges that Almighty God can and does include miracles as a part of His providential unfolding of His plan for the universe, FFXIII mocks the concept of miracles, we hear Vanille saying "Miracles are things we make for ourselves", and again " Wishes can come true, but not if you wait for miracles".

Self Sacrifice for others
As has already been mentioned, we get a glimpse in Snow of a character who is willing to sacrifice himself for others. The greatest point of self sacrifice is at the end of the game when Vanille and Fang allow themselves to complete their focus and begin to destory the world only so as to become crystal and preserve it from falling out of the sky and being utterly destroyed. Their self sacrifice however is lessened however given the fact that they aren't actually sacrificing their lives, they will be crystal for some time, but it is pretty obvious that in their case they will return to normal after some time. Even so, perhaps being held in crystal for a few hundred years isn't exactly fun!

Basic Christian Theodicy- Monotheism, Goodness of creation, understanding of eternal reward/punishment based on moral behaviour.

This is where the game really scores badly, while it doesn't necessarily come across in the game, the lore around the game tells us that the universe the game exists in has a multiplicity of gods, and gods of the manner of ancient pagan deities that are at war with each other, that give birth, and that can be destroyed by humans! It should be obvious that a harmonious and law governed universe such as that which the characters of FFXIII inhabit doesn't reflect or support a polytheistic universe which, far from being harmonious, would be driven this way and that by the caprice of these conflicting deities.
The Primarch= The Pope= Bad Guy
The main bad guy of the game is the equivalent of the pope, the leader of the worship of the gods. We don't actually see any places of worship in the game or anyone actually engaging in worship of the gods, so what he actually does on a day to day basis isn't clear, what is clear though is the message religious authority= secret evil controlling despot. We don't get any glimpses of eternal life or eternal punishment in hell, which is deeply lamentable and so there is no sense in which wicked acts have eternally damaging consequences for their actors. 

Conclusion

Final Fantasy XIII as an RPG is alright, the gameplay, for me, never reaches the battle and strategy heights of X, nor the side-quest and exploring heights of VII, nor the freedom of VI. The game seemed way too linear and the story, for all its philosophical flaws, was fundamentally dull and uninspiring. 

As an embodiment of the Christian worldview it fails even more dramatically. In many ways the refrain is similar to that of X. I'm not sure which is more harmful to the faith, X is poisonous in it's de-construction of a religious and objectively moral society into a complete farce, vindicating freedom above morality. XIII makes similar points but comes at them from a different angle, with XIII there is an absolute glorification of a false understanding of human freedom cut off from human nature- as if humans could find fulfillment and flourishing by asserting themselves over the divine order, as if human free-will was the true source of what men of the past considered miracles.

X is certainly a better game and its story is told in a much more engaging manner, I think that probably makes it more dangerous. XIII never grips the player in the way that X does and never really makes the player reflect too much on his own life and world. So it isn't a great game, but in fact, from our standpoint, that might in fact be its saving grace.

Phantom Society "Plays Thru" GreyElephant Gaming

Thursday, March 28, 2019

TEKKEN












Game Description:

Minimum Requirements: Android 5.0, 2 GB memory and CPU Samsung Exynos 8890/Qualcomm Snapdragon 820 or higher.

TEKKEN, the world's most successful fighting game franchise has been brought to mobile! Join PAUL, KAZUYA, XIAOYU, LAW, PANDA, NINA & all other famous fighters to engage in an intuitive, deep combat system featuring fighting techniques from all around the world. Take on the role of the Dojo Master, collecting, upgrading and battling with your favourite fighters from the legendary TEKKEN franchise!

WHAT'S YOUR NEXT MOVE?

TEKKEN FEATURES
• Collect over 20 characters with unique fighting styles
• Upgrade and unlock over 20 unique special moves for each fighter
• Battle it out in Unique Game modes including STORY MODE missions, online versus battles in DOJO CHALLENGE and rotating LIVE EVENT challenges!

STORY MODE - Explore the world of TEKKEN
• Join the legendary fighter, Kazuya Mishima, as he battles against his toughest adversary yet! Battle through a map-based campaign featuring unique encounters and specialised and powerful bosses.
• Build specialis+E13ed teams to take down unique missions
• Explore dynamic battle maps to uncover compelling challenges and rewards

DOJO CHALLENGE - Online Versus Battles
• Build a team and battle against your friends and the community in this online versus mode
• Players build teams of attackers and defenders to compete in monthly seasons for unique rewards
• Ranked ladders allow players to progress and measure up against the best players in the world
• Players record and upload their own in-game fighting styles into the AI of their dojo, giving them an authentic feel

LIVE EVENTS - Brand new content to experience daily
• Live events feature daily, weekly and monthly rotating content. A fresh experience every time you play!
• Special themed events will provide unique experiences and encounters
• Rare characters and content available during Special Events


Check Out The Best TEKKEN Gameplay Preview:



Click Button Below To Download Game:
*Note: Wait 5 seconds and click 'Skip Ads'. Big Thanks!



Improving Freemium Design - Monsters Invade: Oz


I first saw Monsters Invade: Oz (MIO) at the GDC Play booth this year. I was drawn to it from the graphics and description of "catching monsters similar to Pokémon." However, like all times I visit a GDC Play booth I find the atmosphere too difficult to stand there and play and really immerse myself in the game that I'm checking out. I don't know if it's the crowds, the music or the fact that I know industry people are standing behind me and watching, but I just can't find myself getting a good opportunity to analyzing the game. I left the demo of the game confused on mechanics or reason of why I'm playing, but I said I'd give it a try when it launched so let's take a look!

https://itunes.apple.com/us/app/monsters-invade-oz/id607204560?mt=8

What they did right


Art & sound

I know this is subjective, but you are reading my thoughts and I really dig the art. The hand drawn characters fit well with the concept of "ink" and the music is just as cool, unique and fun.

The icon is also unique (in a good way). It sticks out against other apps.


Collection mechanic

I've been playing Pokémon since it made its debut in '95 so of course I can dig the monster collection mechanics. I often feel like collection mechanics are under appreciated. Look at all the looting systems in hardcore MMO's to the looting mechanics in non-traditional genres like FPS's like the Borderlands series. There's no reason why these mechanics can't also be in used in casual or mobile titles as well.

Modifiers

MIO allows players to spend premium currency for permanent and temporary modifiers. The permanent ones are a no brainer, but quickly get too expensive for non-paying players which is a great encouragement to monetize without being pushy. The temporary ones allow players to get a leg up on a battle if they need to. Not pay-to-win because players still need to hit the meters right, but certainly pay-for-competitive-advantage.

Permanent modifiers
Temporary modifiers before each battle

Short session friendly

I can fire up the game and have a meaningful experience within maybe ten seconds. This is key for mobile games because you need to remember that some players are playing out of impulsive boredom. They might just be waiting in line somewhere or waiting for their wife to try on cloths. Having a game that can scale with the player's time is the best way to approach game design on mobile. Remember easy to play, difficult to master.

Currencies

MIO has three forms of currencies; ink, gold bars and books. Players can only purchase gold but in turn can be used to purchase ink or books. Most F2P titles need a dual currency structure and many can benefit from even a third. DragonVale was one of the first games I remember with a third currency and it was the #1 top grossing iPad app of 2012, and #4 top grossing on iPhone. Did the third currency really help them achieve these rankings? I believe so because monetization comes down to sinks and sources within your game. In theory, the more things you allow (or even force) players to purchase then the more valuable the currencies become.


What could be improved


Delay balancing

I know F2P games need delay, but there was some serious delay in MIO. Once I burned through the initial ink (which acts in a similar way as energy) I earned maybe 200-some ink per day if I logged in once or twice per day to fill up my dog's "ink." That might sound like a lot, but that only heals my monsters maybe a couple times and I have to heal with almost every battle. As a non-paying player, I can only fight a few monsters before needing to quit. Perhaps this tight of a delay is working for MIO but if that's true then there must be a lot of whales or a lot of paying players.

608 for a week's worth of waiting

Compounding delays

Not only do I regenerate ink at a very slow pace, but I need to wait several hours to "train" or revive my monsters. Sure almost all F2P games have delays that measure in hours, but normally you're not hit with that long of a delay right away. First monster I caught took 2 hours to train before I could use him. Second took 6 hours. Players wait just as long for monsters to revive if defeated.

I waited 6 hours and came back to find that when your monster revives, it revives with no health! I didn't have enough ink to heal him so I ran from the battle. Walked around until I encountered anther battle and found out that I can't run anymore either! I then had to wait for other monsters to heal, for ink to regenerate and now I couldn't run. As a player, I did feel like I was getting hassled.

I did find out eventually that you can continue to escape battles if all your monsters are dead. It doesn't do a whole lot of good besides running around the map on a collection quest, but at least I wasn't locked out of the game.

Notifications

This section is about excessive popups. This section is about excessive popups. This section is about... enough already! I enabled notifications and it was only a matter of hours before I went into my settings to remove the notifications for this game. The fact is some users will uninstall over removing notifications. Leading up to disabling notifications, I was receiving one an hour. There's no logical reason why they should be messaging more than once per day, and even that might be considered borderline too many.


No means no, Facebook

The first time I played the game I was asked to connect with my Facebook credentials. I elected to. The next popup asked me to allow posting to my friends on my behalf. I elected no. Almost every time I've launching the app since, I've been asked to allow posting to my Facebook friends and my answer is and will continue to be NO! I understand there are some really successful games with aggressive Facebook strategies (I'm looking at you Candy Crush) but I don't think it's a good idea for all games to be aggressive. There are factors that will make it more acceptable like audience, genre and current level of success.


Questing

I love to quest. Games like Skyrim are dangerous for me because there's just so much to do. MIO also has quests, but so far they haven't varied much. I either need to pick things up on the map, defeat or catch so many monsters or walk in front of something. I understand that mobile games need more simplicity, but I think this is too simple.

Confusing map graphics

For anyone who's played a JRPG (Japanese Role Playing Game) you know that you can search pots, open chests or interact with NPCs on the map. MIO has chests but you can't interact with them (even though a closed chest implies you can open it). It has characters on the map (and sometimes they animate) but you can't interact with them. The first time I was playing I was so confused why they were on the map if I couldn't do anything with them. I was especially confused with the little animated mushroom men. I kept tapping on them, or running into them expecting that they did something because they were moving, but nope. Nothing.

Why can't I open these chests? WHY?

Battle mechanics

I like how simple it is, but I don't like how repetitive it is. It would've been nice if different monsters had different ways of attacking instead of the same timing meter attack. Another issue I have with the meter is it varies with opponents that I meet and I can't seem to find out why. Is it because certain colored monsters have weaknesses towards other certain colors? Is it per monster and not per color? Does level matter? I can't seem to figure it out and the game never explains why.

Another thing is the computer never misses but I do. It's possible I could never miss as well if I hit the meters right every time, but I can't do that. It makes the missing subject even more frustrating when my monster has low health, I'm out of ink and my ability to continue playing is hinging on being able to hit the center of the meter when it's spinning back and forth at a crazy-fast rate for unknown reasons to the player.



Little Box Apps had a serious advantage against other indies because they were featured by Apple, but if you look at the top grossing charts (below) you can see that MIO has likely hit its peak in revenue.

Chart publicly available at appfigures.com

I think the major lesson to take away from this is optimizing before global launch, or if you know a platform has interest or will feature you it's crucial to get the monetization piece of your game nailed down to maximize revenues from such an awesome opportunity.

If you'd like to talk about this or any other games you can find me here at my blog or on Twitter.