Grr. I hate it when I run out of memory and my entire response is lost because I switch to something else. Anyway I am too tired to rewrite everything, but maybe that's good. Spryfox, thank you for listening, caring and putting this much effort into making this game fair and balanced. Although there are a few bugs out there that would do certain things, I am willing to spend the money. To find future development, to support you, to provide you encouragement to continue making a great game greater. I raise my glass to you, as you've proven to be "one of those developers", in a good way. A very good way.
What he said. I felt $6.99 was a bit high but was willing to bite the bullet if for no other reason that kicking you a few extra bucks willi prove the odds of seeing the rest of the promised Steambird updates.
I really wish there could be 2 versions of this game in the store. One which is based on IAP and another that had a variation that had no coins. Just a single fixed price. Here's what I would love to see. Every game has a fixed number of items in the shop. You can use them any time until you run out. Since coins would then not have any value, make it that the reward for chests is to restock the shop. This would make combining churches far more of a priority as they eventually turn into chests. I'd like to see 3 gameplay modes: Normal, Easy and Casual. Normal is what we play now. Easy would have no ninja bears and casual would be no bears at all. I'd also like to see some small grid variations, once you get into the system of how it works, games actually take a really long time to play. Smaller grid would make the games quicker to play. There is something so charming in this game but so much of it is spoiled by the coins. Effective use of the shop really can make a difference and while it's no substitute for a good strategy it certainly can be very strategic. You end up needing to hoard coins so that each game you can make maximum use of buying all the items in the shop, something that is not really possible with the pricing system. I guess the great thing about the iOS market is that if there is an opportunity someone will jump in quickly to fill that void. Triple Town clearly has an excellent game mechanic but the implementation feels flawed. Hopefully we start to see some really good clones appear.
Well, for $4, I bit. Still a bit high for this type of game, but I like the pick up challenge of the game and hope to encourage them to expand and refine the mobile version.
I like the game, but I cant understand how there isnt even a high score table for your device. I mean, cant get any more basic than that. Also, agree that the shop is broken. I dont want to have to play 20 games just to have a shot at getting a high score in the 21st.
I bit, mainly as support & as thanks for engaging the community. I'm really hoping you guys will add an 'all out' mode (IAP) where you get a large amount of money temporarily and maybe a set # of turns (or time) and try to get as high a score as you can. It's really a different (fun!) game when played like this!
Good grief already? Yet another stupid move by me paying $7 and having no patience. Damn you spryfox. Way to kick your early supporters in the nads.
Most people on the forums who bought the IAP said they wanted to support the devs..so no one should really feel like their being "kicked in the nads" Bought at $4.49, I was reluctant to pay $7 because I knew at that price the devs wouldnt make a profit, therefore no gameplay updates, so I wasn't as interested. (I predicted this happening yesterday..it was pretty obvious) Now that it's reduced to $4 I am confident more people will buy and chances are higher a profit will be made and updates might come. I know eventually I'll get bored of it, new updates would help people get addicted again. I'm still addicted, currently, but no game had had me committed for longer than a week. The problem is, there's no alert that says "now $4" I had no idea until I saw this thread, how are the other 40k players supposed to know after they've already seen the $7 price tag and decided to not even give it a chance and never look at the app again? Hopefully a few sites will do a report on it ... Hypothetically, if profits go well..what updates would we see? Anymore IAP cause I'd be okay paying a little more here and there for something extra, long as it's not forced. ( things like .. I dunno.. A magical purse that gives you %20 more coins. It'd also be nice if there was an in game list of achievements, and you have to level up, when you level up to a certain level younget rewards, such as maybe instead of treasure chests giving you 500 coins, they give you 1000. And such
That's the problem with IAP ... Apple doesn't have an APIs hooked into it to let sites like AppShopper monitor it. That's why a lot of people here really dislike IAP. It would be a much better model (for the consumer) for games to be released with a price tag on them and no IAP. Then the people that want it can get it at $7, the rest of us would add it to our AppShopper wish list and when it went on sale for $.99 we would all get it. However, for me anyway, if a game comes out with a big price tag on it and then the devs stop marketing it, when it does go on sale I'll have forgotten about it and won't pick it up even at the $.99 price point. With marketing being so cheap these days (posting here, Twitter, etc) there's no reason not to keep the marketing up. Look at Nimblebit's Twitter, or Crescent Moon's ... they are very active on Twitter and people buy their games by the truckloads. But games like Disc Drivin' or Sword and Poker or Orbital ... they devs seem to lose interest in their games and no one cares when they go on sale. The only way for them to reach the people now that haven't deleted it from their devices yet is to send them all a push notification letting them know the game is on sale. IAP to unlock the full game is just all-around bad. Just as a though, what if Skyrim or COD had IAP?
That's a very parochial concern, right? What percentage of the iOS user community is going to do that, maybe 1%? From a publisher's point of view, the subcommunity that just watches for sales is not a very big part of their market (nor a very appealing segment, since they are only paying low prices). For most people, in-game IAP to unlock the full version is more convenient than two separate Lite/Full versions.
COD does; Skyrim will (or it might already be out). But it is called DLC. Back on track - say I get the full unlimited turns - how does this affect my coins? When playing I never really understand what they are for. So if I get the full 7/4 IAP and I DO figure out how the coins can help me, would that still be additional IAP's?
The coins are for the in-game store. Really need a bush or tree to finish a set? Click on the coins and you'll see which items are still available for how much. You can earn coins from treasure chests in-game, at the end of a game depending on how well you did, and, as I'm sure the devs would love you to do, via an IAP. Even if you buy the unlimited turns it doesn't appear to add any coins, it just means you'll never again need to use those coins to buy more turns. While this would appear a case of, "Unlimited coins could BUY you an unlimited score!" the devs have put some hard limits on how many of each of the items you can buy in a single game.
I'm confused. While - like you - I would certainly have rather paid $4 then $7, I can't see how either of us are worse off with the price drop. If you bought it thinking there was no chance the price was going to go down, you were being silly. Pretty much everything on the app store drops eventually.
It's OK... we totally understand why someone who paid $7 would not like a price drop soon thereafter (though THANK YOU to everyone who has been so calm about it!) We wanted to do something nice for the folks who paid $7, like give them a ton of free coins, but unfortunately there is no system in the game that enables us to do that. Lesson learned -- next time we make a game like this we'll build a system for gifting coins into it in advance (and for differentiating between users who paid different prices!)
Supposedly 1 turn per minute up to 130 turns, but there seems to be a bug that keeps it from happening sometimes. It is being addressed.
Its a turn a minute. Not fast enough that you would sit around waiting for it. The idea is for people to close the app and come back to it in an hour or two (which, ironically, seems to be preferred by many FB and Google+ users -- they say it prevents them overdoing the game. Heh.) But unfortunately right now in the iOS version of the game turns don't always refresh when you close the app. We found a bug and fixed it in the Android version, but we're still working on the iOS version.