Tiny Pixel Love (but Really Long Comment) Wow, I'm also in love with Tiny Tower! I took my time and decided to invest in the Bux-exclusive items first, i.e. the elevators, and now I almost have the last one and I'm up to 14 floors. I love how freely you can play this game, you can invest as little or as much time as you want and always have something to do, but never risk losing anything more than additional income if you take a break from it. Also, the fact that there are no negative events of any kind, only positive ones (like the VIPs) is quite nice. Most of my enjoyment comes from the small details, trying to match paints colors and outfits, building new floors in excitement of uncovering new businesses, and simply watching the characters in action. However... that also leads to my small complaint... the fact that so far, I don't feel that my choices and actions have a significative impact on my progress. For example, choosing a new business is simply a matter of looking at the stats of your unemployed bitizens and the current demand %... and then if you still have a choice, it's a matter of personal preferences for one type of business or another but... you can't even choose which one it's gonna be in the end. Or if you make more money, the only logical choice is to invest in additional floors... to make more money. And deciding which good to restock first doesn't matter so much because you'll probably want to try to restock all 3 anyways. I'm confident in the fact that the game will evolve and slowly offer more strategical options (like with the VIPs, where knowing your businesses and stocks helps choosing where to send them) in the future, but until then I'm not sure how long it's going to keep me hooked. I just wish that you had some ways to adjust the rate of affluence in businesses, have special floors or more types of VIPs, etc. These are also the kind of features that I wouldn't mind investing Bux on (with the fantastic model of NimbleBit - never had I seen such a game where IAPs never feels forced on you - I would even spend a few real bucks). Finally, two small suggestions: First, could the upgraded elevators offer an additional bonus, like better tips or a higher % rate of VIPs? That would make it more relevant to invest so much Bux in those instead of going for the 100,000 coins packages. And secondly, I hope that at some point you have more options to manage your bitizens, mostly sorting options by stats, current or dream jobs... it's already starting to get crowded, and I can't imagine how it's going to be when I have a hundred of them! This is still an incredible offering on iOS, and even more considering that it's free... I hope that everyone enjoys it as much as I do!
Ok that's cool then - good to know. Is there any rhyme or reason to the actual businesses and their incomes etc? I wrongly assumed that the higher up you build the longer it would take to restock and the more valuable the business would be. I got a Sushi Bar higher up and it is like 1 minute for the first item and 4? 7? minutes for the next. I don't know the third since I don't have an employee there yet - waiting on the residential level to replenish some workers. I know someone mentioned in the thread earlier some things that is based on but not sure if it was compiled yet. I expect a Tiny Towers Wiki to rival the Pocket Frogs one any time now!
Is it possible to get more than 3 Bitzens at the same time who have the same dream job? I've not seen it happen yet.
Yeah, eeen answered this too Higher floors have a higher chance of stocking more items, but there is still a random factor. You could take a risk and delete the floor then maybe you'll get better luck with the replacement.
Yep. I have: Shoe Store: 2 Dream Jobs Filled Soda Brewery: 3 Dream Jobs Filled Diner: 3 Dream Jobs Filled I actually evict anyone who doesn't fit my store needs. Slower start pace but I think it'll pay off in the end. This is also a new tower. My previous tower I would have multiple bitizens having the same dream jobs but I would rarely ever get the floor I needed (there are just way too many!). So the best bet is to fit the bitizens to the stores you spawn.
Thanks. I have 3 people working at their dream jobs in the toy shop, two of them only have level 8 skill though, I was wondering if I needed to get rid of one of the 8s. But I'll allow them to stay for now!
Does anyone else have problems with getting bitizens to move in? They rarely go to my residential floors and when they do it's the one that is already full
It can definitely get annoying, but it's still random. Just another one of those game mechanics subtly designed to lure you into spending bux and purchasing more.
I don't know that I buy that. You keep repeating this mantra, but it's not all that convincing. By the time the waiting on bitizens to move in is seemingly interminable, you're not going to have much else to spend your bux on. After all, the game is "giving" me $5 worth of towerbux every single day I play it, that's hardly a very well designed system to lead me into buying towerbux. I'm four days into this game, at floor 25, and I'm at the tipping point where I'm making money from shops almost faster than I can by exchanging towerbux for coins within any reasonable timespan of babysitting the elevator. Within another day or two, those towerbucks, like potions and stamps in PF, are just going to start piling up if I don't blow them on moving in renters (already have more than enough to support rearranging the tower and repainting). The farther you go into the game, the less useful and attractive the consumable IAP is because it does progressively less. $5 for 100 towerbux on day 2 of playing the game gave me enough coins to build 3 floors and a sizeable chunk of bux toward the final elevator upgrade. That same $5 on day 4 wouldn't even buy me 2 floors. My impression after playing PF for months and TT for days is that there is pretty much nothing in their game designs at all intended to induce you to buy IAP, which is the genius. With no explicit pressure to buy IAP, they get you to buy IAP out of the sense of gratitude this brings and, ingeniously, probably get more people to buy IAP (but in smaller amounts) than most freemium games that operate on a very small percentage of players spending heavily to support the game.
^ I was pretty much going to post the same thing. After getting the max elevator upgrade, and having a tower that makes 1000 coins every few minutes, there is no need for the IAP anymore. Which is kind of nice, actually.
I agree, but that's where Nimblebit games differ from others. They are more or less hoping that a few gamers will be impatient enough to buy IAP near the beginning of the game, but they're not greedy to the extent of really annoying us about it through the whole experience. It must work to some extent as I know there are people on this forum who have already spent money on the game for reasons other than generosity. eeen actually told me (not sure I should be repeating this ) that it's part of the reason you can't view your current stock while new stock is being ordered. If you wanna move that notification you're gonna have to waste bux. It's only effective on a very small scale admittedly, but I guess it must add up when the game becomes popular enough.
Does anyone know how often the rankings update? For some reason, Game Center says I have only 14 floors when I actually have 17. It also says the last time I play was yesterday, but I'm playing right now. Also, one of the achievements is build 13 floors, but it's not giving it to me even though I have more than 13.
The save backup occurs every 4 hours, but I'm not sure about rankings. The achievements aren't working for many people so we're probably just waiting for a bug fix on that.
Yeah, they screwed up something with the achievements for number of floors built. I got to 92% for the 13 floors one (i.e. 12 floors), but the counter for the 25 & 50 kept updating. Then I hit 25 floors, but the achievement for that one is stuck at 96% (i.e. 24 floors). Yet, there's the counters for the 50 & 100 floor achievement ticking on accurately.