Just like Pocket Frogs, there's a roughly linear correlation between time spent in-game and the IAP type goodies yielded. It's how they design their games, and it's why their IAP is so non-intrusive: spend time on the game you get just as far (more likely farther) as someone who spends money. If you don't spend a lot of time or money, you go slower, but you still go. At no point is there a roadblock and if do anything at all and you progress. It's the sublimity of their minimalist game design. In Tiny Tower, from what I've seen you'll get a towerbuck for every ~3 minutes played on average. There's not really any choice about how you view that fact, it is what it is. Spend only 5 minutes a day on the game, you won't have much in the way of towerbux at this point. Spend an hour a day on the the game, you'll be able to trade in for $100,000 coins every couple of days or so. But, spend 5 minutes a day on the game for a month, and even for that paltry attention, you'll still be able to rack up a reasonable bank account over time because accumulation of towerbux is, again, roughly linearly correlated to your time in-game. And all of which is unrelated to why I pointed out I'd been making $200,000 in coins a day since the game launched, which was the repeated comment that it wasn't worth trading in towerbux for coins after floor 30 or so. Which is simply untrue since there's no other towerbux sink in the game that yields more coins per buck invested and the things you need towerbux for like moving floors, forcing renters, and repainting use so few that you might as well be trading them in for coins if you have them (which if you are spending time in-game, you will). I mean, I just started construction on floor 30, and in all likelihood I'll be trading in my second set of 50 bux sometime before I go to bed and building floor 31. In a week when the novelty has worn off and I'm only checking in a few times a day, my progress will slow because, one more time, the bonus IAP type goods in their games are linearly achieved through time spent in-game. Whether you think this sort of game design is brilliant, lazy, great, or terrible is up to you, but how the mechanics of it actually work? That's not a "how you view it" matter at all.
It's going to mess it up. I had travelled with Pocket Frogs and had some sudden changes in the game so you just might have to wait it out if you travel to a time zone behind yours - or use the world clock on the iPod to set alarms and stuff and keep your time the same on the device. If this game is anything like Pocket Frogs there may be promotions and stuff that are time dependent and if you travel back and forth before and after it you might miss them.
Uh, yes I'll spare a long repetition but, roughly, every 3 minutes in-game equals 1 towerbux, 150 minutes equals 50 towerbux, 50 towerbux equals 100,000 coins. Log 4-5 hours in game ferrying passengers as they come up, refreshing stock as it comes up, and doing the Waldo missions and you'll easily net that much extra. Purely a linear result of "playing" the game, which thankfully doesn't take much attention or interaction to amass that sort of game time.
A couple of others have posted the quintuple 0s bitizen. I've not had such "luck" yet, but if I do get one I'll probably keep it but I sure won't be putting them to work. Normally my rule is you have to have at least a 5 or you're getting kicked, but an all 0s bitizen would be kept around and left unemployed as a lesson to the others. "Look upon the shiftless quint-0 and tremble my minions"
A bit too much bux earned? Hopefully you are correct though . Some recorded stats would be nice... Perhaps you could try fully quitting the app (delete app off multitask bar), go to sleep (in bed, not the device), wake up some hours later and turn the clock back before starting up the game. Theory behind this is that the game wouldn't recognize the time's been changed so it *should be safe to do so.
Okay say a business is closed and you click on it and you get like 2 items to buy - if I select one and then it says xx mins till the stock arrives. How do I then go back and also order the other item? Please tell me you don't have to wait till that single item has been delievered to then purchase the other item for that business?!
Yup. Why do you think they offer a speed-up process by spending bux? It's all part of the strategy. Do you buy the faster item so you have something to sell while ordering the slower one, or do you go straight for the big money? Different play styles for different people.
Quick question, probably covered but long thread is long. If I put a bitizen in their dream job, do they automatically get assigned to the 1-coin item, or is it random? To get a dream jobber selling the 3-coin item, will I need 3 dream-jobbers in the store, for example?
So when building a new floor is it better to get another floor of a place to employee bits and nit have the other already open floors full, or build more residence so all existing floors have 3 bits workng them all?
I think I've actually been taking a different approach to most people. My tower looks like this: BUSINESS BUSINESS APARTMENT BUSINESS BUSINESS APARTMENT BUSINESS BUSINESS APARTMENT This means I have one business above the apartment with 3 job spaces filled, and the one above that only has 2 spaces filled. The upside (at least my prediction anyway) was that I could get more businesses open rather than using floors for more apartments, and that would drive down the demand... which might mean stock lasts longer in each of my businesses. Of course the downside is I miss out on some level 3 stock and there's no really good way to test my theory even worked without another tower to compare it to. In hindsight I don't think it worked because my sales per minute are just rocketing up. I'm going with it anyway because it looks neat, when I get high enough I'll just move all of my apartments to the top and fill every job. I'm not in any hurry
Dang. I'm not to worried about the promotions as much as the "sudden changes". Can you be more specific? Are there any glitches or stuff that screw up the game and make it unplayable? That's a lot of work to be doing every day for almost two months Does anyone have direct contact with the developers? Or, if they happen to be roaming around these forums, I'd really like a direct answer from them.
If you set your date forward by two months and start constructing a floor... returning the date to the present time will mean your construction time will be however many hours it was originally plus the two months. Obviously you won't be going that far ahead, but that's more or less how it works. You can contact eeenmachine on AIM (Edit: actually I'll PM you his ID) but he also scans this topic.