Possible bug, not in the game, but in my eyes: it took me a while to find the fourth rock star. I bet he was changing clothes in Costume City all the time. This game is addicting. Again.
I guess the players club rewards got better, just got 50 chips and a players club gold roof. I played it a little this week but not a lot. I'll certainly play it a lot more now to see what rewards I can get!
Is there any reason why you need Jacks or better on poker I thought any pair would count? Maybe 10s and under give like 5 bux? Added galderz, rough-rider and popjam5
Usually video poker machines in casinos payout at Jacks or better. That is probably why TTV's video poker machines do the same.
Beta Impressions: Note I've never played previous Tiny Tower games, but I am a casual fan of sim games and casino games, and a big video gamer in general. I'm definitely enjoying most of the game thus far, particularly the music and atmosphere. Overall, though, from a gameplay standpoint I feel like either I am missing something, or the game is missing something. Not having played the previous games, I came in without knowing whether this was a simulation type of game, strategy, etc. - I knew about the casino mini-games but wasn't clear what role they'd have in the overall game. Now that I've spent some time with the beta, I'm not sure I'm clear on what the developers' "vision" of the game is, or maybe a better way to put it, I'm not sure who the target audience is. There doesn't seem to be a lot of strategy involved; as others have noted, you have no control over what floor gets placed next. I keep feeling like I missed a key note on the hiring of bitizens, I honestly have no idea what the numbers next to each person are, so that's probably something that could use some clearing up. Pretty much within minutes I end up with no chips available to play the casino games (even after watching boring ad videos every time they pop), so pretty much all I do is check in periodically, fill up the sales, do a few elevator runs, hope for a quest to pop or a few chips to play with, and then move on. Is this the way the game was intended to be played? Or am I supposed to keep waiting to shuttle more people up the elevator? Is that the true core of the gameplay? Now I realize the IAP hasn't been implemented yet, but I'm not sure how viable a solution that is. I think casino fans will want to be able to have some more reliable source of chips coming in so that they can continue to play the casino mini games without continually pumping in real cash. So I think this is a long-winded way of saying it seems to me the balance of how chips are handed out needs adjustment. If you could trade gold for chips, maybe that would be a good way to create a more sustained, "closed" economy. So chips gets you bucks, bucks helps you earn gold faster, gold can be used for more chips. And of course bucks and gold are still used for other upgrades, etc., so the overall economy can still keep flowing as originally intended, now there's just another choice put into the mix. As it stands, again unless I'm missing something important, it feels like a rather stagnant game flow where you keep running out of interesting things to do, particularly for players who want to keep playing the casino mini games without being forced to rely on IAP.
I was #1 the last round and only won 25 chips and silver roof........... how did you get better rewards than me? Hahhaha stop cheating =P
My buddy got 130 chips in a day of playing. He has the glass elevator. I spent my money on a neon lobby so I still have Trusty Rusty. He gets tips nearly every elevator ride. Does anyone know if the elevator makes a difference? My elevator is even faster than his so the speed can't be it. Thanks for the info.
*bug report* The mission indicator tab (top left) disappears when you use the lift; which is handy. However, if you're already using the lift and a mission triggers - it doesn't wait to appear and gets in the way.
If you a Bitizen is working on a level and you hire them on another level while their product is fully stocked, is it supposed to stay stocked/have a green check?
I hate to double post, but no one else has said anything so I've got to. A new update is now out. It fixes some issues and adds a couple new mechanics. Now then... I like being able to add chips when you play the casino, however there should be a way to reduce the chips you're gambling besides quitting the casino game. Perhaps two arrows, one facing upwards placed above the chip and another facing downwards places below the chip? Also, the bug where I get one notification but the badge icon on the app shows multiple notifications is still there.
0.4.1 Available An update for Tiny Tower Vegas Beta 0.4.1 is now available to download at the following link: http://nimblebit.com/beta (enter the beta access code given in your original beta invite email). Changes: - Ability to bet more than one chip on casino games! - Prevented playing casino game on a friends tower even when under construction - Changed all chip tips to new particle. - Fixed: Invisible culled list items still able to be tapped. - Fixed: Floor focus doesn't use silver stars. - Fixed: Empty guest button bug - Added custom mission compete phrase per character. - Fixed: Make sure checkCosts can't give you currency. - Reduced QuickStock costs - Added confirmation on removing dreamer from lobby - Fixed: cloud page looses email address - Fixed: Sync push does not work for unregistered players - Fixed: Club events still posts data from corrupted cache Everyone up to here should have gotten an invite as well
The max bet is 10 chips and it cycles back around to 1. We'll see what most people think but we'll probably add some text around there letting people know you can tap it as well.