As is quite common lately, this game's pricing structure seems imported from another platform - Facebook, where it enjoys great success. Pointing fingers at one another, justifying app store purchases, and general overall whininess is not going to change the price that it is right now. Constructive posts that might help the developer (if they are even reading) learn about the app store pricing structure will. My estimate in skimming this pretty lengthy thread is that 1 post in 5 are about gameplay and the rest are about the price, the unlock IAP portion, or a direct, intentional confrontation to another member. Cut it out.
Game Impressions Not to get off the off-topic rant, but this port seems terribly buggy - turn regeneration, coin tracking, limit tracking and end of game tracking. Most of the bugs seem to be fairly reproducible. This release seems like a late beta, not a solid port. I think that veteran testers would be more likely to volunteer their experiences if spryfox engaged the community we'd love to help make a better game if we felt like we were valued. (again, reference nimblebit)
I like the fact that the developer is responding to substantive posts but staying out of arguments over the price. I have seen some developers and designers who let themselves get drawn into arguments with fans, that never accomplishes anything. On the "restore purchase" not working, as he said, for one-time purchases it's impossible for the App Store to charge you twice for the same thing, if you are logged into your account and it's not recognizing it, you can just make the purchase again from the app, it will go through the whole authorization procedure and then at the end say, "You already own that," if you do that first then it should recognize it as owned in your game.
Same problem I am having. Sometimes the turns regenerate, sometimes they don't. Sometimes I turn the game off for a few minutes and suddenly get 150 turns. I see no pattern. I'll probably have to resort to the delete and reinstall method.
Seems to me that the people in the game are the real monsters not the bears. The bears scare people and they startle but from what I can tell, do not hurt anyone if you let them roam. However the people are the ones that hunt them down, trap them, then kill them.
What I'm trying to figure out is how the killing of bears leads to religion? Triple Town's #1 Threat: BEARS!
Ok guys. Let's be honest. The fact is, the game is fantastic — which is why this argument exists over price. If the game was a dud, no one would be discussing it at all. That being said, as consumers, it's not our job to dictate what we think any property is worth — it's our job to choose whether to buy it or not. I have chosen to buy because the game is great, indy developers need our support to keep making great games, and I felt it was worth the $7. And I haven't regretted the purchase one bit. I just hope the dev takes the money he earns from this, and updates the game to keep it fresh and interesting moving forward. Thanks for the great game!
Suggestion: After reaching a certain score (say 200,000) you unlock a second space that can hold another item This space is now available forever. Then also offer this unlock as an IAP for $1. Sure it will mess with scores (call it a different mode and have different score boards) but it would make the game more strategic and less chaotic for those that like that.
I agree 100%! I don't think the developer will accomplish anything by getting into a pricing debate. That's not to say that the customers don't have the right to complain, they certainly do! And, I hope the dev will at least listen to the feedback. However, the developer has clearly thought this through and doesn't need to justify his business decisions. The customers' actions will ultimately determine whether the developer has made the right choice. I hope he doesn't respond to the price complaints. I, for one, have purchased the $7 upgrade because I got tired of waiting to play. After playing for a few hours, which is much more than most of the thousands of games I've purchased, I feel like I'll get my money's worth. I still suck at the game, but at least now I don't have to wait to see how badly I will do. Edit: Forgot to mention...there's definitely a problem with the achievements. Every time I reach 20,000 points, I get the achievement for building a camp. Hopefully this gets sorted out soon.
Exactly! I keep re-earning this one but never the one for a 50k town when I score well over 50k. The sound effects seem REALLY low. It asks me to re-log my Apple ID everytime I startup the game.
humm.. humm.. my point is almost the same as Igoo's. This is a "great" game with out an doubt. Other wise everyone in here wont have this "interesting" debate as to is the price fair or not. I myself have never JB my iphone since 3GS, then I brought ipad 1&2, now I have iphone 4+mba 11 inch. I pay for every game I need to purchase. And this game I "wish" to purchase. But, not at 7 dollar. 2.99 no problem I will click right away, but not at 7. I am not saying "intellectual" property got a price. This is, again, a great game demonstrating that a gen has done to death still got a good way to do it. But then again, this is app store... not PSN or Xbox live.. this is the way this app store has accumulate its customers... you can still do it for 7 bucks, but from my point of view you can make alot more at 2.99.. "this is a great game". really it is.
If I was the developer I would be very proud of myself for making such a great product. It's obvious that everyone here agrees that it's a good game too otherwise there would be no debate about the pricing. If it was a shitty game no one would care because no one would want to buy it, but it's obvious people want to buy it but are off put by the price. I had no problem at all paying $7 dollars for it. Do I think that's steep? not at all, only if you're comparing it to other games on the app store all of which I've payed for and have played much less than this game. If we could gift IAP I would buy you all unlimited turns just so you'd all quiet down about the price and discuss some strategies or tips instead. Everyone have a wonderful day!
This game is great, but after playing the facebook version I think it's a little basic. I hope the author continues developing this, because I like this game a lot. I will maybe buy triple town, depending on the way it improves in future versions. For now, I keep playing the free version. By the way, I've seen the unlimited turns IAP has been down to 2,99 € (3,99 $?)
Thanks for all the feedback Hey, everyone. Just a small note to keep everyone in the loop with what is happening with Triple Town. First, there's a new update that should be showing up very shortly (hopefully within the next hour.) We've been working really hard on fixing some bugs. Haven't zapped them all yet, but we got a lot of them. The biggest issue that has come up is that for some players, their turns aren't refreshing. This isn't working as designed...you should be able to let your turns refresh and keep playing for free. This is top on our priority list and if anyone can figure out how to reproduce the issue reliably, send any notes to [email protected]. Without a reliable repro it is very hard to find and fix this bug. And, since the randomly non-refreshing turns isn't fair to you, we've dropped the price of unlimited turns to $3.99. I've been watching the passionate debate on pricing and exploits. Here's my perspective. I want you to pay money because you love the game and because maintaining the game with updates is expensive. Many people don't know this, but the aggregate cost of making the updates can easily add up to more than the original cost of developing the game over time. It isn't about becoming rich (though we like paying the bills), it's about finding a balance between giving away a game that people can play for free, forever, without paying us a dime as long as they are willing to wait for turns to refresh, and somehow still turning a profit. We're doing our best to strike that balance. When its clear that we're not hitting the mark (and especially with the turn refresh bug, we're definitely *not* right now) we'll make changes. We read these forums (and many others) and we'll listen the best we can. Triple Town is a labor of love, not the work of some big company. It's just a handful of us. I figure that listening to our players and making great games is the only advantage we've got. To those of you who have shown your support to us -- thank you so much. You have no idea how much it means to us.