Spies in World War 2! Take control of Allied undercover agents on secret missions deep behind enemy lines. As the supreme Allied spymaster, the tough calls are yours to make. If Charlie is captured by the Gestapo will you push Lucy to her limit to recover him from the enemys iron grip? Are they merely expendable puppets? The choice is yours. =FEATURES= - Free to play - Control a World War 2 era intelligence agency, and develop it into a clandestine powerhouse with elite agents - Recruit & manage agents with unique code names, portraits, nationalities and skills - Parachute your agents deep behind enemy lines to steal enemy secrets - Recruit local people to spin spy networks that span the whole of occupied Europe from Paris to Moscow - Collect & transmit enemy intel back to HQ - Plan & execute raids on strategic factories, train depots and even Gestapo offices - Fight the fearsome Gestapo Inspektors head to head, or outsmart them with decoys - Follow the stories and careers of your agents based on the choices YOU made iPad Screenshots: Spymaster PlayRaven Spies in World War 2! Take control of Allied undercover agents on secret missions deep behind enemy lines. 5/5 "One of … Free Buy Now Watch Media DetailsSpies in World War 2! Take control of Allied undercover agents on secret missions deep behind enemy lines. 5/5 "One of my favourite strategy games of all time. Up there with FTL and Civ V" 5/5 “A fantastic well designed and thought out game. Very we'll considered, great music and overall feel.” 5/5 “I play this strategy game every day. It's amazingly addictive and well worth the download.” As the supreme Allied spymaster, the tough calls are yours to make. If Charlie is captured by the Gestapo will you push Lucy to her limit to recover him from the enemy’s iron grip? Are they merely expendable puppets? The choice is yours. =FEATURES= - Control a World War 2 era intelligence agency, and develop it into a clandestine powerhouse with elite agents - Recruit & manage agents with unique code names, portraits, nationalities and skills - Parachute your agents deep behind enemy lines to steal enemy secrets - Recruit local people to spin spy networks that span the whole of occupied Europe from Paris to Moscow - Collect & transmit enemy intel back to HQ - Plan & execute raids on strategic factories, train depots and even Gestapo offices - Fight the fearsome Gestapo “Inspektors” head to head, or outsmart them with decoys - Follow the stories and careers of your agents based on the choices YOU made Information Seller:PlayRaven Genre:Board, Strategy Release:Sep 10, 2014 Updated:Oct 08, 2014 Version:2.2.1 Size:231.3 MB TouchArcade Rating:Unrated User Rating: (4) Your Rating:unrated Compatibility:HD Universal Sanuku Well-Known Member Jun 14, 2009 11,954 4 38 Austria http://www.touchgameplay.com #2 Sanuku, Apr 2, 2014 Game Impressions Subscribe to the TouchArcade YouTube channel max-o Well-Known Member Dec 5, 2013 56 0 0 #3 max-o, Apr 2, 2014 I've been excited for this game for a while, but F2P implementation concerns me. Namorat Member Mar 8, 2014 17 0 1 #4 Namorat, Apr 3, 2014 It looks promising to me. I will keep an eye on it if it gets released in Germany. Dasinf Member Apr 3, 2014 7 0 0 #5 Dasinf, Apr 3, 2014 Hi guys, I'm Teemu from PlayRaven, the guys working on Spymaster. Just wanted to pop by and say that there is a lot of cool stuff to come before we'll say the game is "done" and this soft launch is just our way to get some early impressions about if the whole concept of our games is interesting to people. With that said if you happen to try it out and have something to say (good or bad), feel free to drop us an email at [email protected] or post here. I'll do my best to answer in a timely manner Best75 Well-Known Member Nov 3, 2012 493 0 16 #6 Best75, Apr 9, 2014 Can agents getting injured be explained a bit more as It says injured agents are more likely to be capture but I have not had a agent been capture yet ste86uk Well-Known Member May 9, 2012 6,774 1,003 113 #7 ste86uk, Apr 9, 2014 Sounds like an interesting idea, would be good to see how it all works. Best75 Well-Known Member Nov 3, 2012 493 0 16 #8 Best75, Apr 9, 2014 Okay I have had a agent been captured now and I did not rescue him during the mission. Now I can't use him and to rescue him I need to use 50 gold bars Is there any other way to rescue Charlie? Hobbesian Well-Known Member Aug 3, 2012 128 0 0 #9 Hobbesian, Apr 9, 2014 Right. Been playing now for a couple of hours. I have thoughts. The first one? Be brave. Go premium. Get rid of the F2P element. The timers for training and injury recovery are fine, but ditch paying for gold (and any concept of throwing ads in), and charge an up front fee. Then balance the game slightly more in favour of issuing gold both for partial and full completion of missions. The game is strong enough to sustain a premium release. Why? Because the concept, the artwork, the sound, and the gameplay - they're all brilliant. This has all the hallmarks of a sleeper hit game. This could be an *excellent* premium game if pitched right, it plays like a premium game, with missions being turn based and there being no stamina bar or any real restriction beyond injury recovery or if your agents get captured (something you can adjust via economy I guess), so the game is already in terms of time and playability geared towards both short and long play sessions. It's addictive as sin, and encourages tactical, clever play, much like a board game made digital. This is a game that has potential. Don't squander it by trying to trouser money through aggressive monetisation. -H max-o Well-Known Member Dec 5, 2013 56 0 0 #10 max-o, Apr 9, 2014 I agree with this. I'm into the game but at every turn/option I feel like I'm being hit on the head for gold and it lessens the fun factor pretty drastically. I'd definitely pay for this game but I understand that F2P is way more profitable. Dasinf Member Apr 3, 2014 7 0 0 #11 Dasinf, Apr 10, 2014 Hi Hobbesian and max-o, Thanks for the thoughts! I'm super happy to hear that you like all the mentioned things because that means it's a good idea for us to polish them further (more art, more interesting gameplay etc.) instead of doing something different. Quickly about monetization: we strongly feel that making the game free and adding the choice to spend money if you want will ultimately work better for Spymaster. We've got a few features lined up that will add more multiplayer dimensions to it (exact details still pending since we're still experimenting) and with those I'm confident it's going to be more and more clear over time why we're making this choice. We absolutely have to work with the balancing, tho. I'm sorry to hear that max-o feels harassed, because we want it to feel more like yet another strategic choice to make: with your limited amount of gold available what are you going to spend it on? Personally I prefer to wait up on injuries and save for new spy slots but many people in our office opt to power level their agents by going for double xp and heals. Next update is going to address a large amount of bugs and we're also sneaking in some cool visual tweaks. Here's hoping we can get it submitted to the App Store soon! Hobbesian Well-Known Member Aug 3, 2012 128 0 0 #12 Hobbesian, Apr 11, 2014 Yeeeah, I had this discussion with the devs over at Echo prime and the end result wasn't positive. Here's the problem and I'll sum it up: Making a game free to play by default informs the design of the game What do I mean by this? Developers need to make money to pay their bills, we all know this, we all respect this. We know you guys need to eat, we know you need to take care of your families and so on. The problem is that when you go the free to play route you're making a conscious decision and in doing so you're effectively creating a game without an implied ceiling in terms of cost to the user. For some games which are very heavily multiplayer based (such as Clash of Clans) this to an extent is acceptable, because the market tolerates it through monetisation of "whales", who will spend tons of money to get to the top of the leaderboards. For games which use a very much singleplayer focussed experience, removing the cap on the spending creates a situation where the player is essentially going to be needled into constantly paying for what should be a "pay once" application. Spymaster so far very much sits in the latter camp, it's not clash of clans, it's to my mind, a singleplayer game, it's designed to be played in short or long phases alone, maybe watching the TV or alongside a book, in considered thought. Echo prime was also very much a single player experience and the free to play element -damaged- the experience because as you can guess, the paywalls kept creeping in, and people dislike having to pay over and over for the ability to *play the game* they feel they've already paid into, particularly if it's singleplayer focussed. If you're going the free to play route, I would -strongly- recommend a premium purchase option that essentially negates the need to make further purchases of gold (perhaps a gold doubler?) and disables the gold cost of recovering captured agents and instead instigates a scaling timer by level. I'll do a more detailed write up on the game and interactions I've had with the game itself once we've got this topic nailed down *grin* -H Best75 Well-Known Member Nov 3, 2012 493 0 16 #13 Best75, Apr 11, 2014 This game seems best in small sessions since your agents do get injure and you have to wait a hour or two for them to heal useless you want to risk them getting captured Hobbesian Well-Known Member Aug 3, 2012 128 0 0 #14 Hobbesian, Apr 11, 2014 Once you've got about 5 agents, preferably six, you can rotate them, additionally, if you're playing sensibly and not forcing them to act whilst stressed, you can reduce the chances of them being injured significantly. There's a lot of depth in the game as I'm finding, which is good. If you plan ahead with your moves and you treat it as a digital board game in the vein of things like Pandemic, Yggdrassil, Ascension and so on, you can easily wind up playing for 2-3 hours with very little downtime. Dasinf Member Apr 3, 2014 7 0 0 #15 Dasinf, Apr 11, 2014 Last edited: Apr 11, 2014 Hi Hobbesian, I appreciate you taking the time to explain your concerns in depth. We certainly talk about the topic a lot with other Finnish developers. I personally don't believe in slippery slope argumentation (https://en.wikipedia.org/wiki/Slippery_slope) that evil must follow from not enforcing a spending ceiling. I found this Extra Credits video to be fairly spot on with our thinking: http://www.youtube.com/watch?v=Mhz9OXy86a0 Of course even underlying this there are some key fundamental assumptions about what games are (products vs services) and other very interesting topics. I don't think forums are the right place to dive in to all of that (it goes offtopic very far and fast) but maybe we will have a chance at some point in the future via some other means. That said, we certainly have much work and experimentation still ahead of us before we're happy with Spymaster. The game you can play today is just the first step to collect feedback so all of this is very valuable Cheers, -T *edit: Oh, and I almost forgot to mention that we actually want captured agents to stay captured without significant effort to free them. The world is a dangerous place for Spymasters that choose to take a lot of risk during operations Pitta Well-Known Member Oct 19, 2008 3,420 148 63 Male Italy #16 Pitta, Apr 11, 2014 I would like to give some impressions too, even if I agree with most already stated. I played till 4-5 main campaign missions in...I plan to play more but had no time lately. Despite last week was GLORIOUS (FTL, Monument Valley, new Tiny Thief levels...) I found myself playing Spymaster a lot...and this is telling. The game already oozes polish and passion...I felt it like a wonderful board game with some planning required and a superb presentation. Add some real time WW2 footage and more real pictures and we are talking almost 'Battle of the Bulge' or 'Carcassonne' polish levels. After a bit, I really cared about my agents, read all their missions 'real time' (and cool) efforts....was worried when they pushed hard to complete missions even if stressed or pressed by Gestapo...had genuine despair when Gestapo captured my trusty pianist and brought her somewhere....was relieved when I finally found and set her free. This is the greater achievement in my book....it's a board game where you care about your little markers on the board. Beside a very complete but a bit too long and boring tutorial...I have no really complaints about the game as it is now...I trust they will refine everything and add more and more variations to missions and events. But...I have to say this...as long as everything looks awesome...the game just SCREAMS PREMIUM EXPERIENCE. I have no solid problems yet to be worried about, I know....I could play for hours without problems....but still the gold and recovery times are worrying me. This is not a kind of game to be played in short bursts (I won't anyway)...it's a game to sink down, doing mission after mission, trying to win a war.... It's not even, imho, the kind of game that works with a free to play model...given that the setting it's a bit hardcore and absolutely not casual...so it's unlikely (even if I do hope all the success the devs can get) that it will be downloaded millions of times and a small percentage will spend a lot in it like they do with Candy Crush Saga or similar free to play success cases. So...as long as I like everything I saw, I'm still skeptical about the model. This could be easily a (successful) niche game....like Silhterine or Shanendoah ones....one raved about over boardgeekgames, Pocket Tactics and the usual gathering places for these types of games. I know, because I follow the game since the very first blog posts, they went for this model since the start....but still playing it (and having fun, I admit it) it felt weird...like the paying model was just shoehorned in a previous 'normal paid' version of it. Despite the fun I had escaping Gestapo and setting up Spy rings all over France and Spain, I couldn't shake away these thoughts. I'm sorry if this wasn't exactly what the devs wanted to hear, but these are my impressions and feelings...so I hope they will take this constructively. I want to enforce the fact that I really liked what I played...from the look, the feel, the attention to details, the sounds, etc....but still I wouldn't buy any consumable iAPs to play it. Hobbesian Well-Known Member Aug 3, 2012 128 0 0 #17 Hobbesian, Apr 11, 2014 There's the key term "Consumable IAP's". The problem at present is that the purchases are not permanent, you pay for effectively the ability to either retrieve your agents if they get captured (the gold cost here seems very punitive), or to skip the timers (at low levels it's not too painful, but they do quickly escalate). Broadly the game reinforces the notion of cautious, measured play and earning gold through successful missions, or through aborting missions if it's looking like a "fail", but by centering the purchases around currency that you by nature -have to spend- to progress and improve (because training, healing, recovery and just about everything central to agent progression and recovery is gold or timer centered) is where the paywalls creep in. If we were to take your video as above, that places the game by accident in the second camp, whilst enforcing the playstyle of the first camp, meaning not only does the player lose by feeling needled to pay for currency he or she is inevitably going to have to spend and thus is effectively pumping coin into the slot machine for temporary relief from the timers, but it also means the developer loses because whilst this is profitable in the short term, as I stated above, this game isn't Clash of Clans, and it's not designed to -be- clash of clans. You're attempting to apply a model for one type of game to another type of game and much like Echo Prime, it's going to *not work*, unless you take a big step back and take a hard look at that video. If you're going to go the route of monetisation via F2P then you need to offer things that offer permanent buffs in the purchase pool, not consumable currency. That makes it -worth- paying the money, because then the player has something tangible and doesn't feel like they're being pressed for their money to continue playing what is very much a single player premium experience. If the bulk of opinion on these forums is in agreement, listen to your players, maybe we have a point? -H MrMojoRisin Well-Known Member Jul 27, 2012 1,183 0 0 #18 MrMojoRisin, Apr 11, 2014 Dasinf, I think you need to uderstand the ethos of the App Store a little better if you think this should be a freemium game. When we see a game is free with comsumable iap's, certain expectations about the quality of the game are formed before we even download it, and often many of us download such games DESPITE these expectations, which are usually VERY low. What various people, and now me, are trying to tell you is that your game clearly shows a quality and level of effort on your part that is not present in the typical freemium game. And while I stated above that many people download freemium games despite their expectations, many people also do not bother to download them at all. So if you charged a fair "premium" price and did not monetize within the game istself, you could make as much or more money than if you stayed the current course. Hobbesian Well-Known Member Aug 3, 2012 128 0 0 #19 Hobbesian, Apr 11, 2014 So very what MrMojoRisin said. This is a premium game. It has a premium finish. It has premium gameplay. It has premium style. It justifies an -actual- pricetag. If you were willing to change course this could genuinely attract a solid following and from that you could then build expansions into the game (thus providing continuing revenue). Consumables are not the way to go, not with this game. Best75 Well-Known Member Nov 3, 2012 493 0 16 #20 Best75, Apr 12, 2014 Last edited: Apr 12, 2014 The waiting times for injures are getting higher as my agents level up as I having to wait 4 hours for one injurie to heal I angree this should be a premium game with the gameplay it has (You must log in or sign up to post here.) Show Ignored Content Page 1 of 3 1 2 3 Next > Share This Page Tweet Your name or email address: Password: Forgot your password? Stay logged in
Hi guys, I'm Teemu from PlayRaven, the guys working on Spymaster. Just wanted to pop by and say that there is a lot of cool stuff to come before we'll say the game is "done" and this soft launch is just our way to get some early impressions about if the whole concept of our games is interesting to people. With that said if you happen to try it out and have something to say (good or bad), feel free to drop us an email at [email protected] or post here. I'll do my best to answer in a timely manner
Can agents getting injured be explained a bit more as It says injured agents are more likely to be capture but I have not had a agent been capture yet
Okay I have had a agent been captured now and I did not rescue him during the mission. Now I can't use him and to rescue him I need to use 50 gold bars Is there any other way to rescue Charlie?
Right. Been playing now for a couple of hours. I have thoughts. The first one? Be brave. Go premium. Get rid of the F2P element. The timers for training and injury recovery are fine, but ditch paying for gold (and any concept of throwing ads in), and charge an up front fee. Then balance the game slightly more in favour of issuing gold both for partial and full completion of missions. The game is strong enough to sustain a premium release. Why? Because the concept, the artwork, the sound, and the gameplay - they're all brilliant. This has all the hallmarks of a sleeper hit game. This could be an *excellent* premium game if pitched right, it plays like a premium game, with missions being turn based and there being no stamina bar or any real restriction beyond injury recovery or if your agents get captured (something you can adjust via economy I guess), so the game is already in terms of time and playability geared towards both short and long play sessions. It's addictive as sin, and encourages tactical, clever play, much like a board game made digital. This is a game that has potential. Don't squander it by trying to trouser money through aggressive monetisation. -H
I agree with this. I'm into the game but at every turn/option I feel like I'm being hit on the head for gold and it lessens the fun factor pretty drastically. I'd definitely pay for this game but I understand that F2P is way more profitable.
Hi Hobbesian and max-o, Thanks for the thoughts! I'm super happy to hear that you like all the mentioned things because that means it's a good idea for us to polish them further (more art, more interesting gameplay etc.) instead of doing something different. Quickly about monetization: we strongly feel that making the game free and adding the choice to spend money if you want will ultimately work better for Spymaster. We've got a few features lined up that will add more multiplayer dimensions to it (exact details still pending since we're still experimenting) and with those I'm confident it's going to be more and more clear over time why we're making this choice. We absolutely have to work with the balancing, tho. I'm sorry to hear that max-o feels harassed, because we want it to feel more like yet another strategic choice to make: with your limited amount of gold available what are you going to spend it on? Personally I prefer to wait up on injuries and save for new spy slots but many people in our office opt to power level their agents by going for double xp and heals. Next update is going to address a large amount of bugs and we're also sneaking in some cool visual tweaks. Here's hoping we can get it submitted to the App Store soon!
Yeeeah, I had this discussion with the devs over at Echo prime and the end result wasn't positive. Here's the problem and I'll sum it up: Making a game free to play by default informs the design of the game What do I mean by this? Developers need to make money to pay their bills, we all know this, we all respect this. We know you guys need to eat, we know you need to take care of your families and so on. The problem is that when you go the free to play route you're making a conscious decision and in doing so you're effectively creating a game without an implied ceiling in terms of cost to the user. For some games which are very heavily multiplayer based (such as Clash of Clans) this to an extent is acceptable, because the market tolerates it through monetisation of "whales", who will spend tons of money to get to the top of the leaderboards. For games which use a very much singleplayer focussed experience, removing the cap on the spending creates a situation where the player is essentially going to be needled into constantly paying for what should be a "pay once" application. Spymaster so far very much sits in the latter camp, it's not clash of clans, it's to my mind, a singleplayer game, it's designed to be played in short or long phases alone, maybe watching the TV or alongside a book, in considered thought. Echo prime was also very much a single player experience and the free to play element -damaged- the experience because as you can guess, the paywalls kept creeping in, and people dislike having to pay over and over for the ability to *play the game* they feel they've already paid into, particularly if it's singleplayer focussed. If you're going the free to play route, I would -strongly- recommend a premium purchase option that essentially negates the need to make further purchases of gold (perhaps a gold doubler?) and disables the gold cost of recovering captured agents and instead instigates a scaling timer by level. I'll do a more detailed write up on the game and interactions I've had with the game itself once we've got this topic nailed down *grin* -H
This game seems best in small sessions since your agents do get injure and you have to wait a hour or two for them to heal useless you want to risk them getting captured
Once you've got about 5 agents, preferably six, you can rotate them, additionally, if you're playing sensibly and not forcing them to act whilst stressed, you can reduce the chances of them being injured significantly. There's a lot of depth in the game as I'm finding, which is good. If you plan ahead with your moves and you treat it as a digital board game in the vein of things like Pandemic, Yggdrassil, Ascension and so on, you can easily wind up playing for 2-3 hours with very little downtime.
Hi Hobbesian, I appreciate you taking the time to explain your concerns in depth. We certainly talk about the topic a lot with other Finnish developers. I personally don't believe in slippery slope argumentation (https://en.wikipedia.org/wiki/Slippery_slope) that evil must follow from not enforcing a spending ceiling. I found this Extra Credits video to be fairly spot on with our thinking: http://www.youtube.com/watch?v=Mhz9OXy86a0 Of course even underlying this there are some key fundamental assumptions about what games are (products vs services) and other very interesting topics. I don't think forums are the right place to dive in to all of that (it goes offtopic very far and fast) but maybe we will have a chance at some point in the future via some other means. That said, we certainly have much work and experimentation still ahead of us before we're happy with Spymaster. The game you can play today is just the first step to collect feedback so all of this is very valuable Cheers, -T *edit: Oh, and I almost forgot to mention that we actually want captured agents to stay captured without significant effort to free them. The world is a dangerous place for Spymasters that choose to take a lot of risk during operations
I would like to give some impressions too, even if I agree with most already stated. I played till 4-5 main campaign missions in...I plan to play more but had no time lately. Despite last week was GLORIOUS (FTL, Monument Valley, new Tiny Thief levels...) I found myself playing Spymaster a lot...and this is telling. The game already oozes polish and passion...I felt it like a wonderful board game with some planning required and a superb presentation. Add some real time WW2 footage and more real pictures and we are talking almost 'Battle of the Bulge' or 'Carcassonne' polish levels. After a bit, I really cared about my agents, read all their missions 'real time' (and cool) efforts....was worried when they pushed hard to complete missions even if stressed or pressed by Gestapo...had genuine despair when Gestapo captured my trusty pianist and brought her somewhere....was relieved when I finally found and set her free. This is the greater achievement in my book....it's a board game where you care about your little markers on the board. Beside a very complete but a bit too long and boring tutorial...I have no really complaints about the game as it is now...I trust they will refine everything and add more and more variations to missions and events. But...I have to say this...as long as everything looks awesome...the game just SCREAMS PREMIUM EXPERIENCE. I have no solid problems yet to be worried about, I know....I could play for hours without problems....but still the gold and recovery times are worrying me. This is not a kind of game to be played in short bursts (I won't anyway)...it's a game to sink down, doing mission after mission, trying to win a war.... It's not even, imho, the kind of game that works with a free to play model...given that the setting it's a bit hardcore and absolutely not casual...so it's unlikely (even if I do hope all the success the devs can get) that it will be downloaded millions of times and a small percentage will spend a lot in it like they do with Candy Crush Saga or similar free to play success cases. So...as long as I like everything I saw, I'm still skeptical about the model. This could be easily a (successful) niche game....like Silhterine or Shanendoah ones....one raved about over boardgeekgames, Pocket Tactics and the usual gathering places for these types of games. I know, because I follow the game since the very first blog posts, they went for this model since the start....but still playing it (and having fun, I admit it) it felt weird...like the paying model was just shoehorned in a previous 'normal paid' version of it. Despite the fun I had escaping Gestapo and setting up Spy rings all over France and Spain, I couldn't shake away these thoughts. I'm sorry if this wasn't exactly what the devs wanted to hear, but these are my impressions and feelings...so I hope they will take this constructively. I want to enforce the fact that I really liked what I played...from the look, the feel, the attention to details, the sounds, etc....but still I wouldn't buy any consumable iAPs to play it.
There's the key term "Consumable IAP's". The problem at present is that the purchases are not permanent, you pay for effectively the ability to either retrieve your agents if they get captured (the gold cost here seems very punitive), or to skip the timers (at low levels it's not too painful, but they do quickly escalate). Broadly the game reinforces the notion of cautious, measured play and earning gold through successful missions, or through aborting missions if it's looking like a "fail", but by centering the purchases around currency that you by nature -have to spend- to progress and improve (because training, healing, recovery and just about everything central to agent progression and recovery is gold or timer centered) is where the paywalls creep in. If we were to take your video as above, that places the game by accident in the second camp, whilst enforcing the playstyle of the first camp, meaning not only does the player lose by feeling needled to pay for currency he or she is inevitably going to have to spend and thus is effectively pumping coin into the slot machine for temporary relief from the timers, but it also means the developer loses because whilst this is profitable in the short term, as I stated above, this game isn't Clash of Clans, and it's not designed to -be- clash of clans. You're attempting to apply a model for one type of game to another type of game and much like Echo Prime, it's going to *not work*, unless you take a big step back and take a hard look at that video. If you're going to go the route of monetisation via F2P then you need to offer things that offer permanent buffs in the purchase pool, not consumable currency. That makes it -worth- paying the money, because then the player has something tangible and doesn't feel like they're being pressed for their money to continue playing what is very much a single player premium experience. If the bulk of opinion on these forums is in agreement, listen to your players, maybe we have a point? -H
Dasinf, I think you need to uderstand the ethos of the App Store a little better if you think this should be a freemium game. When we see a game is free with comsumable iap's, certain expectations about the quality of the game are formed before we even download it, and often many of us download such games DESPITE these expectations, which are usually VERY low. What various people, and now me, are trying to tell you is that your game clearly shows a quality and level of effort on your part that is not present in the typical freemium game. And while I stated above that many people download freemium games despite their expectations, many people also do not bother to download them at all. So if you charged a fair "premium" price and did not monetize within the game istself, you could make as much or more money than if you stayed the current course.
So very what MrMojoRisin said. This is a premium game. It has a premium finish. It has premium gameplay. It has premium style. It justifies an -actual- pricetag. If you were willing to change course this could genuinely attract a solid following and from that you could then build expansions into the game (thus providing continuing revenue). Consumables are not the way to go, not with this game.
The waiting times for injures are getting higher as my agents level up as I having to wait 4 hours for one injurie to heal I angree this should be a premium game with the gameplay it has