A weird one if your SO is a fan of anime. Persona 5.
My SO loved playing with me since they had all the guides and stuff ready to min max the game while I did the heavy lifting. It’s a different type of 2 player game, like a Driver and Navigator while driving.
Having the parental controls to limit someone’s play session is a newer concept. Most older systems like PS2, PSP, and PS3 just have age restrictions on the games, where a parent needs to unlock the system to play. (At which point you could just start a timer)
You might be able to leverage that.
Otherwise the oldest system I am aware of that has this feature is PlayStation Vita according to its manual.
I’ve wrestled with Mobile games for years. As a player, I love the idea of playing games on my phone. But most phones games outside of flash like games (Angry Birds) weren’t fun.
So I tried to make them myself.
After 5 years of trial and error my conclusion was thus. Phones are a bad platform for games. Not because they aren’t capable, they are extremely capable. But because they have no proper inputs.
Games are built for the common input method. PC games have a keyboard and mouse mode. Console games are built with a controller. And mobile games need to use touch.
The problem with touch, is that it’s a bad input method for all games. Very good for simple visual games, but for the rest, you are touching a textureless, featureless, tiny surface, with no tactile feedback. This means that anything more complicated than angry birds or bejeweled will be difficult to play if it doesn’t play itself.
It’s possible to make games for phones. But due to the design constraints, the game needs to be simple, or not time dependent. Strategy games, puzzle games, board games will work, but action games, or shooters are doomed to be worse than their competitors on non-mobile platforms.
In plain English what that means is your app doesn’t just get ads from Applovin, but also Google, AdColony, and any other advertiser they support and you have an account with.
This is a good thing since it prevents companies like AdMob from having a defacto monopoly in ads shown, and are forced to compete so devs get paid more. But its also easier to implement ads since you are not getting conflicting modules from these devs.
I dont use applovin for this as I want more control on my app ads. And I paid for it by spending weeks just getting ad platforms to build when they are imported together.
I think Unity Ads was supposed to be the same thing, but I remember it being confusing to set up and never bothered.