Tents and Trees Puzzles Frozax Games Place a tent next to each tree in this original nature puzzle game! The numbers around the grid tell you how many tents … Free Buy Now Watch Media DetailsPlace a tent next to each tree in this original nature puzzle game! The numbers around the grid tell you how many tents must be placed in each row and column. Be careful, tents can’t touch each other. Don't guess! Use your logic and carefully plan your every move. Each level has only one unique solution. Come up with your own strategies for solving larger grids and more-challenging levels. FEATURES: - Thousands of levels - Dark mode and other themes available - Unlimited free hints - No rush: play at your own pace by starting a level and completing it later - Exclusive new levels every day - Landscape and portrait modes to play on any phone or tablet - No Wi-Fi? Enjoy playing offline - Different grid sizes and incrementing levels of difficulty. Follow us to get news and updates: facebook.com/frozax twitter.com/frozax www.frozax.com Terms of use: https://www.frozax.com/legal#tac Privacy policy: https://www.frozax.com/legal#privacy Information Seller:Frozax Games Genre:Family, Puzzle Release:Jan 03, 2018 Updated:Jun 22, 2024 Version:1.14.3 Size:69.4 MB TouchArcade Rating:Unrated User Rating:Unrated Your Rating:unrated Compatibility:HD Universal I specialized in puzzle games and Tents and Trees is my 6th iOS puzzle game. I've used experience and feedback from all the previous ones to create Tents and Trees. Feel free to post feedback (positive and negative) and ask any question about the game or its development. Here are the trailer and screenshots (click to enlarge): Have fun! matyou98 Well-Known Member Jun 18, 2012 293 3 18 #2 matyou98, Jan 24, 2018 If a mix of picross and minesweeper sound interesting, this game is a must try for free. Played the first 10 levels and while levels 7-10 were not hard, they definitely took some time to figure out. Really surprised how much I'm liking this. Levels start off on a 5x5 grid while some of the later levels grow to a 16x16 grid. There are also puzzle packs designated as hard. Have no doubt this will challenge the puzzle vets out there. When you complete a level you earn coins and can optionally watch an ad to earn even more coins. Puzzle packs can then be purchased with coins. I completed puzzle pack one which earned me 30 coins without watching any ads. Puzzle pack two was 20 coins to unlock. So far it seems like you earn enough coins to progress but can't say for sure as I've only completed the first puzzle pack. Game shows a lot of promise and is highly recommended. Calling this a hidden gem right now. MetaGonzo Well-Known Member May 7, 2009 1,459 271 83 #3 MetaGonzo, Jan 24, 2018 Last edited: Jan 24, 2018 Very nice. Reminds me of sudoku in a vague, simple way. Only on the start of the second pack but I’ve already bought some coins to support. Recommended. Edit: It would be nice to be able to turn off the “numbers don’t match” dialogue box that pops up. You really don’t need it after you’ve seen it a few times and understand the mechanics. Stronsay Well-Known Member Aug 6, 2015 987 230 43 #4 Stronsay, Jan 24, 2018 Already have their Battleship game and this is an interesting variation. Hope they will also make a version of Train Tracks which is from the same puzzle family. frozax Member May 26, 2012 6 0 0 Developer France http://www.frozax.com #5 frozax, Jan 24, 2018 Thanks for the feedback and MetaGonzo for the support! I always have a list of ideas for my next game in the "Puzzles" series, but I didn't have "Train Tracks". It looks interesting and will spend some time studying the mechanics. orangecan Well-Known Member Aug 9, 2011 2,000 150 63 #6 orangecan, Jan 24, 2018 Yeah this is a lot of fun. Very easy so far but I suspect it will get tricky later Tinsel Well-Known Member Dec 8, 2008 508 5 18 #7 Tinsel, Jan 24, 2018 Really enjoying this one so far. One thing that concerns me is the gold earned. It is using a Bonza style system to unlock packs that cost increasing amounts of gold. This wouldnt concern me too much except that the amounts likely have some of the ad doubling accounted for, but after five ads (only earning me 10 extra gold total), I no longer had the option to double. Are later puzzles worth more than two gold? If not, I cant see an easy way to both continue the campaign AND do the daily packs as they are released. orangecan Well-Known Member Aug 9, 2011 2,000 150 63 #8 orangecan, Jan 24, 2018 Yeah pretty much my thoughts - Id love to pay a premium for this to remove the FTP elements because Im really enjoying it but looking at the price of some of the later level packs I cant imagine it being possible to get enough coins to unlock them. The last 14 packs of levels cost 250 coins each and even If you were prepared to buy consumable IAP youd be paying ten quid for 4 level packs (250 coins each, just over 1000 coins for a tenner), which I think is pretty extortionate. Unless of course the money you earn does go up in which case happy days! Tinsel Well-Known Member Dec 8, 2008 508 5 18 #9 Tinsel, Jan 25, 2018 Yes this is a problem. I hope we can get a dev response on this. Otherwise this will be a great puzzle game killed by ftp practices. You cannot watch ads (Ive still only gotten five ads for the entire day) to gain more coins. The only solution (and it is not a good one) would be to not play and log in every six hours to get the ten free coins, but it would take you quite a while doing that to afford the more expensive packs. As an example: todays daily puzzles cost 92 coins to play them all, but they only award 36 coins. Anyone see a problem with this? frozax Member May 26, 2012 6 0 0 Developer France http://www.frozax.com #10 frozax, Jan 25, 2018 Thanks Tinsel and orangecan for your replies. I understand your concerns and will try to give some answers First, please note this is the first time I implement this kind of IAP (with consumable coins) and rewarded ads, my other puzzle games used a more classic system (Packs of levels can be bought for $2, without daily packs. In thermometers puzzles, I added a "purchase all" option). I decided to change to this system because I often receive emails from players that already bough all packs (about $20 total) in my puzzle games (mostly Battleships Solitaire Puzzles) and still ask to pay for more levels. It is indeed expected that you can't play the whole game for free (sorry). I performed a lot a computations to ensure that all players (hardcore players, casual players, players without internet...) can play at least a few packs for free (taking into accounts usage of the "big coin" frequently). My logic with the large packs, is that as they're long to complete (a few days), players will get more coins from the "big coin" when playing these packs. I know of a player that saved a little to purchase the last pack without purchasing the others. By the time he completed this pack, he had enough coins to purchase another 250-coins pack. It might require some patience, but it's definitely possible to complete the game without spending actual money. It's obviously easier if you only play for a few minutes every day. About the sentence: "today’s daily puzzles cost 92 coins to play them all, but they only award 36 coins." I realize now that players are considering coins a bit like a score and don't want to "waste" coins. I designed the game (wrongly, obviously) so that that coins are used to "purchase some fun" (not sure how to explain this). Someone else already told me this, and I reduced the price of the first daily pack as a result of this, so that you can play a free pack every day. But I guess I still need to improve on that point. Overall, it seems that this monetization gives frustration, especially to players that spend a lot of time in the game. I would love to fix that. As you probably try a lot more games than I do, do you know puzzle games with similar business model that is "working"? (for information, the maximum number of ads visible per day should increase to 10 soon, but it's not really the issue, here.) (Side question: what is "Bonza"? I could not find information about this) Feel free to ask more questions and give more feedback (on monetization or anything else). Tinsel Well-Known Member Dec 8, 2008 508 5 18 #11 Tinsel, Jan 25, 2018 Thanks for the response dev! Bonza is a word puzzle game. There are two apps on the App Store, at least in the US (one is a sequel of sorts). By googling Bonza (again, at least in the US), the first two hits are the games I am referring to. I mentioned them because they have the same style of having daily puzzles and puzzle packs where you earn coins by playing the puzzles and then use the coins to purchase more packs. I have no way of knowing how profitable this is for them (even with things like App Annie) it is sometimes Impossible to know if a company is doing well with their free to play implementation. In their games, players never got stuck with zero coins (or not enough coins to continue buying more packs) because they always awarded the same or more coins than needed. Now, if a player needed a clue (which also cost coins) then they could have a negative coin sum but that was always the players decision. The problem I have with yours is two fold. One, if letting us watch ads is meant to be a way to supplement our coin income, then five ads a day (for a measly ten coins) is WAY too low. I dont know how easy it is to actually make money off of ads though, so maybe giving us more ads is not a great option for you. Second, the amount of coins given to earned feels way off. Without playing the game at all, it would take us three days and six hours to earn enough coins via the six hour bonus to play a single days daily games. That is with me assuming three bonus a day (removing the perfect fourth grab for sleep purposes). OR, we would have to pay a dollar a day, which at 30 a month would be one of the more expensive apps to keep up with. You are clearly putting in a lot of work into the dailies, but with your current system, not many people will get to enjoy them. That just seems wrong to me. Also, I would say that I see the coins as a resource (the only resource in the game really) and not a score. But that I am using way more resources than I am getting, with no real way of making up the difference (unless, again, I spend a dollar a day just to keep up with the dailies). These are just my opinions and of course you are the final word on the matter. Maybe this post will help you see things from a players viewpoint (although my viewpoint could of course be radically different from many others, or even the majoritys, viewpoint). orangecan Well-Known Member Aug 9, 2011 2,000 150 63 #12 orangecan, Jan 25, 2018 Thanks for the response - While I dont like any freemium model, I can appreciate why youre doing it and I get that its probably the best way for you to get cash from this. Im no expert and the only answer I would really have is to offer those people who want the premium experience the chance to pay for it (But Ive no idea how hard this would be for you to implement). Im not sure Ive played any of your other games but Im enjoying this tremendously, I think its one of my favorite puzzlers that Ive played in a long time, its very simple but perfectly executed, and I think the hint system is one of the best Ive come across. I just wish I had the option to pay you a fiver for the whole shebang. In the meantime I will continue playing until I run out of coins..... frozax Member May 26, 2012 6 0 0 Developer France http://www.frozax.com #13 frozax, Jan 25, 2018 I saw the Bonza game but thought you were talking about a "monetisation scheme" in your initial post. I just tried it and it's indeed a good game. Players can spend coins using hints (I prefer to have "unlimited free hints" as many players of my previous games explicitly told me they love this feature), or unlocking levels (because some of them can be difficult). Interesting game anyway. It's still early for me to tell how my game is performing, but it seems to be better than my previous ones (is it the game itself or the monetisation, I can't tell). As I do these games as a side job, my goal is to at least cover my development expenses But my game got featured a few hours ago in the "New Games We Love" section on a few European stores (Germany, France, UK...) so hopefully the additional downloads and reviews will help me tweak and understand my players better. Georgina Well-Known Member Patreon Bronze Jan 30, 2010 361 7 18 Sydney #14 Georgina, Feb 16, 2018 Firstly, this is a really fun game! Congratulations on coming up with the concept, and for executing it so well. There's a couple of reasons why I think the monetisation in this game isn't working. 1 :: The costs vs rewards are not proportionate. People have already talked about this, so I won't go over it again, but the bottom line is that it makes the game feel complicated in a frustrating way. It's like the metagame is complicated. Do I buy this pack now or save up for that other pack? Can I even afford that other pack at all? These are not the fun kind of puzzles in a game -- these are the kind of puzzles that happen when monetisation is done in a way that is both confusing and inconsistent. 2 :: The coin prices are high. If I purchased the largest coin pack, which is $30.99 (Australian), it would still not be enough unlock all the levels. By my estimations, which I only did roughly, it would cost over A$50 for the entire game. Given most puzzle games are under $7 Australian ($5 US), that's an awfully large ask. What I prefer to see with this kind of game is a couple of packs for free and then a one-off fee to unlock all the levels. Or maybe a couple of large level packs to unlock, if you prefer, but please keep it simple. None of this buying coins and using coins to buy things that get you back a few more coins business, which is the kind of dual-currency rubbish that makes people hate IAP in games. As for games that do it right: - Trainyard has generous free version and then a seperate paid version. - Topsoil gives a couple of free games per day, and then you can pay a one-off fee to unlock unlimited games. - Kami has free levels and then you can pay for extra level packs. This really is one of the best puzzle games I've played on iOS. I hope you can find a happy medium with the monetisation issues. frozax Member May 26, 2012 6 0 0 Developer France http://www.frozax.com #15 frozax, Feb 19, 2018 Thanks Georgina for the detailed response. I someone wants to buy the full game in one shot, it's right that it seems very expensive. But as players get coins from playing, it's cheaper than perceived actually (but still expensive). That's the big issue, here. In my previous game (Thermometers Puzzles), it was indeed a very simple monetization: you purchase one pack for $1, or all 8 packs for $6. I'll try the other games you name and see how that works. jabbasoft Active Member Patreon Bronze Sep 29, 2012 42 4 8 #16 jabbasoft, Feb 28, 2018 Still loving this game, I like the bigger areas. It's quite soporific and nice change of pace. (You must log in or sign up to post here.) Show Ignored Content Share This Page Tweet Your name or email address: Password: Forgot your password? Stay logged in
If a mix of picross and minesweeper sound interesting, this game is a must try for free. Played the first 10 levels and while levels 7-10 were not hard, they definitely took some time to figure out. Really surprised how much I'm liking this. Levels start off on a 5x5 grid while some of the later levels grow to a 16x16 grid. There are also puzzle packs designated as hard. Have no doubt this will challenge the puzzle vets out there. When you complete a level you earn coins and can optionally watch an ad to earn even more coins. Puzzle packs can then be purchased with coins. I completed puzzle pack one which earned me 30 coins without watching any ads. Puzzle pack two was 20 coins to unlock. So far it seems like you earn enough coins to progress but can't say for sure as I've only completed the first puzzle pack. Game shows a lot of promise and is highly recommended. Calling this a hidden gem right now.
Very nice. Reminds me of sudoku in a vague, simple way. Only on the start of the second pack but I’ve already bought some coins to support. Recommended. Edit: It would be nice to be able to turn off the “numbers don’t match” dialogue box that pops up. You really don’t need it after you’ve seen it a few times and understand the mechanics.
Already have their Battleship game and this is an interesting variation. Hope they will also make a version of Train Tracks which is from the same puzzle family.
Thanks for the feedback and MetaGonzo for the support! I always have a list of ideas for my next game in the "Puzzles" series, but I didn't have "Train Tracks". It looks interesting and will spend some time studying the mechanics.
Really enjoying this one so far. One thing that concerns me is the gold earned. It is using a Bonza style system to unlock packs that cost increasing amounts of gold. This wouldnt concern me too much except that the amounts likely have some of the ad doubling accounted for, but after five ads (only earning me 10 extra gold total), I no longer had the option to double. Are later puzzles worth more than two gold? If not, I cant see an easy way to both continue the campaign AND do the daily packs as they are released.
Yeah pretty much my thoughts - Id love to pay a premium for this to remove the FTP elements because Im really enjoying it but looking at the price of some of the later level packs I cant imagine it being possible to get enough coins to unlock them. The last 14 packs of levels cost 250 coins each and even If you were prepared to buy consumable IAP youd be paying ten quid for 4 level packs (250 coins each, just over 1000 coins for a tenner), which I think is pretty extortionate. Unless of course the money you earn does go up in which case happy days!
Yes this is a problem. I hope we can get a dev response on this. Otherwise this will be a great puzzle game killed by ftp practices. You cannot watch ads (Ive still only gotten five ads for the entire day) to gain more coins. The only solution (and it is not a good one) would be to not play and log in every six hours to get the ten free coins, but it would take you quite a while doing that to afford the more expensive packs. As an example: todays daily puzzles cost 92 coins to play them all, but they only award 36 coins. Anyone see a problem with this?
Thanks Tinsel and orangecan for your replies. I understand your concerns and will try to give some answers First, please note this is the first time I implement this kind of IAP (with consumable coins) and rewarded ads, my other puzzle games used a more classic system (Packs of levels can be bought for $2, without daily packs. In thermometers puzzles, I added a "purchase all" option). I decided to change to this system because I often receive emails from players that already bough all packs (about $20 total) in my puzzle games (mostly Battleships Solitaire Puzzles) and still ask to pay for more levels. It is indeed expected that you can't play the whole game for free (sorry). I performed a lot a computations to ensure that all players (hardcore players, casual players, players without internet...) can play at least a few packs for free (taking into accounts usage of the "big coin" frequently). My logic with the large packs, is that as they're long to complete (a few days), players will get more coins from the "big coin" when playing these packs. I know of a player that saved a little to purchase the last pack without purchasing the others. By the time he completed this pack, he had enough coins to purchase another 250-coins pack. It might require some patience, but it's definitely possible to complete the game without spending actual money. It's obviously easier if you only play for a few minutes every day. About the sentence: "today’s daily puzzles cost 92 coins to play them all, but they only award 36 coins." I realize now that players are considering coins a bit like a score and don't want to "waste" coins. I designed the game (wrongly, obviously) so that that coins are used to "purchase some fun" (not sure how to explain this). Someone else already told me this, and I reduced the price of the first daily pack as a result of this, so that you can play a free pack every day. But I guess I still need to improve on that point. Overall, it seems that this monetization gives frustration, especially to players that spend a lot of time in the game. I would love to fix that. As you probably try a lot more games than I do, do you know puzzle games with similar business model that is "working"? (for information, the maximum number of ads visible per day should increase to 10 soon, but it's not really the issue, here.) (Side question: what is "Bonza"? I could not find information about this) Feel free to ask more questions and give more feedback (on monetization or anything else).
Thanks for the response dev! Bonza is a word puzzle game. There are two apps on the App Store, at least in the US (one is a sequel of sorts). By googling Bonza (again, at least in the US), the first two hits are the games I am referring to. I mentioned them because they have the same style of having daily puzzles and puzzle packs where you earn coins by playing the puzzles and then use the coins to purchase more packs. I have no way of knowing how profitable this is for them (even with things like App Annie) it is sometimes Impossible to know if a company is doing well with their free to play implementation. In their games, players never got stuck with zero coins (or not enough coins to continue buying more packs) because they always awarded the same or more coins than needed. Now, if a player needed a clue (which also cost coins) then they could have a negative coin sum but that was always the players decision. The problem I have with yours is two fold. One, if letting us watch ads is meant to be a way to supplement our coin income, then five ads a day (for a measly ten coins) is WAY too low. I dont know how easy it is to actually make money off of ads though, so maybe giving us more ads is not a great option for you. Second, the amount of coins given to earned feels way off. Without playing the game at all, it would take us three days and six hours to earn enough coins via the six hour bonus to play a single days daily games. That is with me assuming three bonus a day (removing the perfect fourth grab for sleep purposes). OR, we would have to pay a dollar a day, which at 30 a month would be one of the more expensive apps to keep up with. You are clearly putting in a lot of work into the dailies, but with your current system, not many people will get to enjoy them. That just seems wrong to me. Also, I would say that I see the coins as a resource (the only resource in the game really) and not a score. But that I am using way more resources than I am getting, with no real way of making up the difference (unless, again, I spend a dollar a day just to keep up with the dailies). These are just my opinions and of course you are the final word on the matter. Maybe this post will help you see things from a players viewpoint (although my viewpoint could of course be radically different from many others, or even the majoritys, viewpoint).
Thanks for the response - While I dont like any freemium model, I can appreciate why youre doing it and I get that its probably the best way for you to get cash from this. Im no expert and the only answer I would really have is to offer those people who want the premium experience the chance to pay for it (But Ive no idea how hard this would be for you to implement). Im not sure Ive played any of your other games but Im enjoying this tremendously, I think its one of my favorite puzzlers that Ive played in a long time, its very simple but perfectly executed, and I think the hint system is one of the best Ive come across. I just wish I had the option to pay you a fiver for the whole shebang. In the meantime I will continue playing until I run out of coins.....
I saw the Bonza game but thought you were talking about a "monetisation scheme" in your initial post. I just tried it and it's indeed a good game. Players can spend coins using hints (I prefer to have "unlimited free hints" as many players of my previous games explicitly told me they love this feature), or unlocking levels (because some of them can be difficult). Interesting game anyway. It's still early for me to tell how my game is performing, but it seems to be better than my previous ones (is it the game itself or the monetisation, I can't tell). As I do these games as a side job, my goal is to at least cover my development expenses But my game got featured a few hours ago in the "New Games We Love" section on a few European stores (Germany, France, UK...) so hopefully the additional downloads and reviews will help me tweak and understand my players better.
Firstly, this is a really fun game! Congratulations on coming up with the concept, and for executing it so well. There's a couple of reasons why I think the monetisation in this game isn't working. 1 :: The costs vs rewards are not proportionate. People have already talked about this, so I won't go over it again, but the bottom line is that it makes the game feel complicated in a frustrating way. It's like the metagame is complicated. Do I buy this pack now or save up for that other pack? Can I even afford that other pack at all? These are not the fun kind of puzzles in a game -- these are the kind of puzzles that happen when monetisation is done in a way that is both confusing and inconsistent. 2 :: The coin prices are high. If I purchased the largest coin pack, which is $30.99 (Australian), it would still not be enough unlock all the levels. By my estimations, which I only did roughly, it would cost over A$50 for the entire game. Given most puzzle games are under $7 Australian ($5 US), that's an awfully large ask. What I prefer to see with this kind of game is a couple of packs for free and then a one-off fee to unlock all the levels. Or maybe a couple of large level packs to unlock, if you prefer, but please keep it simple. None of this buying coins and using coins to buy things that get you back a few more coins business, which is the kind of dual-currency rubbish that makes people hate IAP in games. As for games that do it right: - Trainyard has generous free version and then a seperate paid version. - Topsoil gives a couple of free games per day, and then you can pay a one-off fee to unlock unlimited games. - Kami has free levels and then you can pay for extra level packs. This really is one of the best puzzle games I've played on iOS. I hope you can find a happy medium with the monetisation issues.
Thanks Georgina for the detailed response. I someone wants to buy the full game in one shot, it's right that it seems very expensive. But as players get coins from playing, it's cheaper than perceived actually (but still expensive). That's the big issue, here. In my previous game (Thermometers Puzzles), it was indeed a very simple monetization: you purchase one pack for $1, or all 8 packs for $6. I'll try the other games you name and see how that works.