Tag Archives: Tiny Tower

Pocket Planes (iOS) Review

Developer/Publisher: NimbleBit LLC || Overall: 5.0/10

Hardware Used: iPhone 5 with iOS 6

Pocket Planes is a somewhat-sequel to another NimbleBit game, Tiny Tower. Instead of managing an endless tower of floors, you are in control of your own endlessly expanding airline full of planes and airports across the Earth. Eventually you’ll be able to grow your airline from using planes that can only carry one person or one piece of cargo to planes that can carry up to 17.

The goal in Pocket Planes is to deliver stuff to different cities in the most efficient way possible. You take people and cargo in varying combinations from different airports and try to end up at your destination in the quickest/cheapest way possible so that you can have more capital to expand your reach. The idea is pretty interesting to me, personally, because I like Tycoon games, and at the end of the day it is one.

From a game design standpoint, Pocket Planes is a nice evolution from Tiny Tower. In Tiny Tower you basically had to micromanage your endlessly expanding tower. While there is still micromanaging in Pocket Planes, it isn’t nearly as stressful to keep up with since there is some actual strategy involved instead of just mindlessly spam-tapping you finger against a screen endlessly. When you want to deliver a person/cargo to a city, you have to figure out the best way to get there and the best way to make profit from the venture.

As opposed to Tiny Tower, you don’t necessarily feel like “time” is a resource. All of the planes in your fleet operate independently of each other, and you don’t feel like you’re “losing money” by having your planes sit at an airport waiting for instructions. Technically you could always be sending your plane on a job to make money, so there is that element of wanting to keep your planes busy, but the inclination is much less urgent. You can also dump a person/cargo at another airport without any penalties (other than fiscal) so that another one of your planes can take them wherever they need to go.

However, there are still some inherent flaws that the developers at Nimblebit just don’t seem to grasp that are present in both Tiny Tower and Pocket Planes — being able to FIND what you’re looking for EASILY. You’re going to have to memorize and hunt-and-peck for the airports you’re trying to get to. An arrow indicator or at least some sort of noticeable color that grabs your attention instead of slowly pulsing white text would be a real help here. Why are they trying to make me memorize where all of the airports in the game are? It looks like there are a hundred airports, at least.

User interface can also be a little wonky at times. It can lack intuitiveness, and the biggest issue is trying to figure out what is the most profitable flight path for a particular plane. You can’t easily switch out cargo to another piece to figure out if you’re going to make more money from shipping one piece versus another if you’re at the airport screen – you have to go back to the airport, go back to the load out screen for your plane, and THEN back to the map screen. You can’t just go back to the load out screen and back to the map screen back and forth. I feel like there are a lot of unnecessary taps involved in trying to send a plane on a new order. It should be more refined in this aspect and instantly bring up certain screens once you tap certain items instead of having to tap the button that explicitly has them occur. Or allow you to go back to the immediately previous screen.

Stability of the app is a huge issue. The game freezes, lags, and even crashes. Tiny Tower had some lag issues when you had a lot of floors, understandably, since it was trying to display all of the info at the same time. In Pocket Planes, there is much less going on, so it makes no sense whey I have to wait a minute or force quit the game to get anything going when it decides to go haywire.

The currency system in this game might actually be more ridiculous than Tiny Tower’s. Tiny Tower pretty much only had one place to sink your Coins into – more floors. In Pocket Planes, there are at least ten things you can spend Coins on, and more things to sink your Bux into. Coins are used to buy new airports (which come with a bonus plane part) and upgrade airports/airplanes. You can also advertise airports to get more traffic in and out of it. Bux are used to make planes instantly arrive at their destination, buy more Coins, and buy more planes or parts. Once you have enough parts for a particular plane, you can spend more Bux to build that plane and put it into service. If you don’t have enough available airplane slots, you have to buy another with more Coins. Airplanes have three stats that you can upgrade with Bux: speed, range, and weight. Speed and range seem self-explanatory. Weight, however, can be a little bit ambiguous. Weight will improve the efficiency of the plane and make them cheaper to fly, which means more profit in the long run. All three stats can be upgraded three times.

Of course, Bux are the all-important currency in this “free-to-play” game. Bux allow you to pretty much excel in the game, and if you have too many you can exchange them into Coins. While Bux are the more valuable currency and you are “allowed” to buy them with real money, Coins are the most needed and you need gobs of them to do anything profound (we’re talking tens of thousands). There is also the cost of actually having to spend Coins to have your planes fly anywhere, so if you don’t have any Coins, your planes aren’t going anywhere. When a piece of cargo or a passenger is paying Bux to get to their destination, you are essentially paying Coins to get those Bux. Spending Coins in this game to make Coins doesn’t have the same problem Tiny Tower does – in this game you can actually influence how much profit you can make by your flight plan for each individual plane. In Tiny Tower, all Coin costs were essentially fixed and could have easily been taken into account so that you wouldn’t have to “spend Coins” to make Coins.

The prices of airports range from 1000 Coins to 75,000 Coins, or maybe less/more. I’m not really inclined to tap a ton of airports to figure out how much they cost. Airplane slot costs slowly increase from about 2000 Coins to infinity. There is a leveling system in place that restricts your maximum amount of airplane slots you can buy (as if you would be able to buy them all) and the amount of airports you can own. Gaining levels gives you extra Bux to use as you please. Once you get to the point where you don’t want to use your one or two passanger planes anymore, you can remove them from service, which go into a repository named the “Hangar.” If you want to put those planes back into service, it costs Bux to do so.

One of the redeeming factors of the game is that it allows you to “collect” all of the planes in the game in your Hangar. It is also pretty cool because they have fun planes like a Starship or Hot Air Balloon. Another cool aspect is that practically every screen allows you to instantly look up Help information in-game if you are sketchy on the details of a particular option. The Help icon in the top right is pretty helpful at times, and is nice to have.

Notifications are also a problem that carries over from Tiny Tower. This game constantly notifies you if you are going in and out of the game. Every time one of your planes land it buzzes to let you know. You can temper the notifications – there are two options: “First & Last Landing” and “All Landings.” You can only disable the notifications if you go into your iPhone’s settings — not something you can do in-game. If you are constantly playing the game you are going to get buzzed quite a bit, and it can become tiresome during those points. There needs to be some sort of way to group up notifications – such as every 30 minutes (or something you can customize) the game should at that point tell you there are “8 planes ready for directions” instead of resetting the “First & Last Landing” counter every time you go into it.

A lot of the art in the game is re-used from Tiny Tower. The art style is basically the same as its predecessor, on account of the recycling, so it meshes well with it. It is nice to look at, but not as upfront humorous as Tiny Tower, since most of the time you’re spending it on menu screens. The sound is also sort of annoying since it is ambient airplane burrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr. And you can’t make it go away unless you go to an unoccupied airport. Recommend to turn it off, sirs and madams.

Pocket Planes may become as cumbersome as Tiny Tower does later in the game. As you expand airports, you might have a tough time remembering where anything is, and since there isn’t an easy way to figure out how much profit you can get from alternate choices, it may compound even further. You also shouldn’t get smart and try to start having airports randomly across the world – you will start getting requests to go to those airports you can’t reach with your main fleet, so it’s better to expand from your first airport out.

Playing the game for a longer period of time, you tend to hit a “wall” where you can’t buy any more airports or add any more planes to your roster. Gaining Coins is such a cumbersome task that it is hard to gain because your smaller planes only make so much in one delivery run. Expanding to the larger planes is also a difficult prospect, because the “class” of the plane allows it to only land at “bigger” airports. A Class 2 plane can only land in Class 2 or higher Airports, and so on. That means your larger planes won’t visit any Class 1 airport you bought and as a result, you won’t really be making money from a Class 2 plane until you have a lot of Coins. But you can’t make a lot of Coins with smaller planes… unless you grind forever. It is a vicious cycle, and sort of impedes any natural “progression” that you may have. The level restrictions are just an additional unneeded barrier since the thing that is really holding you back is the amount of Coins you earn.

I suppose recommending this game would be something I would do, but it’s not really all that fun, just more attention-inducing than anything else. You kind of wait around a lot and get tons of notifications. There’s a few “meta objectives” that consist of you delivering thousands of jobs and competing in some sort of social competition thing called Flight Crew where you can qualify for bonuses if you achieve a certain mark during an event, but they don’t really change the game that much – it just “inspires” you to play more.

Games like this tend to not be anything more than a time waster. There isn’t any skill involved with playing, and there isn’t any “fun” progression. The natural progression of the game is lassoed by the intent to make you buy Bux, and that is pretty sad. If it weren’t for the endless grind, stability of the app, and the recycled art, Pocket Planes might actually be fun.

Tiny Tower (iOS) Review

Developer/Publisher: NimbleBit LLC || Overall: 6.0/10

Hardware Used: iPhone 5 with iOS 6

Tiny Tower is one of those games that takes a relatively simple concept and artificially inflates the time it takes to do anything to make you feel like spending money to get ahead.  But that’s every game nowadays on an iOS or Android platform, and its easy to get riled up about business aspects of any of these “free to play, pay to win” games.  So, what does Tiny Tower offer that you might not occasionally see in other games?  Well, I can’t say that there’s much that I really “enjoy” about the game except for maybe two things: the art style and the humor.  It’s nice to say that in this case, Tiny Tower actually tries to go “against” the curb, looking cartoony or “old” (read: 8-bit) and get away with it.  Truth be told, the art style mixed with the humor therein is more what makes this game enjoyable than anything else.

In Tiny Tower, the basic goal of the game is to add more floors to your tower.  Your tower floors can be residential or a random store within six individual categories.  The people who live in your tower work in your tower.  These little slave people bend to your will and will work and live wherever you tell them to.  And if you don’t like their face or their skills, you can evict them.  Ah, yes, Tiny Tower is also probably making a social commentary on the downturn of the economy with people having “dream jobs” of working in a donut shop or a coffee house, but I digress — that is probably part of the humor of the game and also adds an element of difficulty in trying to match your “Bitizens” (whom live in your tower) to work and be happy.  Oh, and they also pay you rent.  It’s indentured servitude at its finest, and they can wear a sheet to look like a ghost while doing it all.

Tiny Tower is an okay game.  It isn’t exactly the most fun that I’ve ever had with my spangly-dangly iPhone, and I can’t imagine I’d be playing this game for very long because of it.  I think what actually ticks me off about the game more than anything is that there is a lot of micromanaging involved.  Each business on your floor has 3 items it can sell, and each take a certain amount of time to “re-stock.”  Once re-stocked, the game notifies you the item is ready to be stocked, and doesn’t start selling until you go back into the game to click it and then get back out.  I thought I was paying my little slaves to do that for me, why do I have to get notifications every 3 seconds to do something new?  I thought this game was supposed to be leisurely fun, not harassing me to pay attention to it like a GigaPet or Tomagatchi!  Not only do I have to do that, but I have to monitor all of the floors individually by clicking on them and figuring out which items will become out of stock soon.  There isn’t an easy way to just view all of the possible re-stocking actions I can do and decide from there — I have to individually click 6 different floors to see what’s up and if I don’t, I run the risk of losing potential money.  What happens when I get to 30 or 40 floors?  Who do they think they’re kidding with this?

Reeling it back a little bit, there is basically one goal to the game, and that is to add more floors for you to manage.  To accomplish this, the game gives you two currencies.  You know that when there are “two currencies” in a game, one is the one you actually want (Coins), and the other is the one that they want you to buy with real money (Towerbux) so that you can save “time” and actually progress in the game to the point of madness before you have your third coronary.  Towerbux can be used to buy more coins, or pay off some of your Bitizens to do stuff faster.  Great, so why couldn’t I do that with coins?  OH, that’s because Towerbux cost like 3 to 9 cents each (depending on the bulk size) and THEN you can convert them into coins, but you can’t seem to do it the other way around.   Tiny Tower allows for a little leniency in this regard, however, since there are actually ways to earn Towerbux INSIDE the game and as a result the game is balanced around using Towerbux to at least a certain extent.  It makes Towerbux not seem as useless as its cousins in other games, like BlowJobBux, or whatever they’re called in other games, since you actually get to use them.  If a game were giving out free Blow Jobs, would you not partake?

Coins are the real end-game, however, and the more coins you get the more floors you can add to get more coins for the whole process.  Towerbux essentially help you earn more coins at a faster rate, and depending on if your math skills are any good, you have to figure out what the best way to use your Towerbux actually will be.  My general tactic seems to be using it for the “3rd tier” items for whatever has the most stock that can sell (since they sell for 3 coins each, as opposed to the lower tiers which are 1 and 2 respectively).  The amount of stock that an item can maintain depends on who works there, which also relies on your ability to count from 0 to 9 and being able to assign people to the right color based on those numbers.  Sometimes Bitizens will be useless in your situation, so you can evict them and hope for a better idiot to replace the guy who is wearing last year’s purple hat.  Or hope that you’ll get an Asian-looking lady for your Day Spa so that you can start selling Happy Endings.

There isn’t ALWAYS something to do in the game, though.  So, during those times where you’re just trying to wait for more measly minutes of your life to pass you by while you wait for another event to happen in Tiny Tower, you can act like an elevator attendant and work for tips.  Depending on what floor they ask you to take them to, you’ll get twice the amount of coins there.  However, you will occasionally get one Towerbux instead and boy howdy, it’s time to go to the strip bar!  If you know what I mean… it’s on the 69th floor and the 3rd tier of stock to sell is Backroom Dances, so you can tell them to “Hurry!” and get some more Backroom Dances in stock so that people can start buying them at 3 coins each so you can repeat the whole process again and be depressed that there is absolutely nothing better to do with your time than be a slave to this game.

Not only do you have to wait anywhere from 10 minutes to 3 (or more?) hours for things to restock, but you have to use coins to pay for the restocking so that you can earn more coins.  It sort of doesn’t make sense to me when you look at it from a gameplay standpoint, even if it makes sense in a real life standpoint.  But this game is not real life, it is a game.  They should just make us earn less coins per stock or reduce the amount of stock you gain per restock.  It is sort of a weird, needless, cyclical thing going on and perhaps it is some sort of fail safe on their end so that if you end up spending all your coins and somehow can’t afford to restock anything you have to sit there and waste an hour elevating people to parts of the tower that are closed because they can’t sell them anything — or buy Towerbux so that you can exchange them for Coins!!  AHA!  I found out their little scheme.  But, for now, I’m just going to chalk that up to another one of those “meaningless” micromanaging things they thought was necessary to include in this game, since there’s a lot of those already.  Once you further progress in the game, you are also able to fulfill missions and get Towerbux for them.  There are about 50 of them, and it probably isn’t even worth doing for the return you get.

So, what makes me come back to this game?  Honestly, not much.  The only idle interest I have in pursuing the game any further is to see how ridiculous the micromanagement of all of your stores can get once you add a lot of floors to your tower.  I’ve played the game for approximately two days and I already find it taxing on my sanity.  Every three minutes I feel like I have to go back to the game and do “something” before I put it down and wait another three minutes to do “something” again.  The game is stable and has some seemingly useless social aspects in which you can see what towers your friends have or whatever, but that interests me not in the slightest.  How about spending more time on a single-player experience and less with these meaningless faux-multiplayer features?

This game certainly didn’t help my terrible cough, that’s for sure.

Post-mortem:

Since I wrote the review, I ended up getting to the point at which I had 40 floors in my Tower.  The more floors you added, it seemed like the game began to become less stable and you would get random crashes now and then.  They also updated the game for “Valentine’s Day” a week before February even rolled around, and made everything an obnoxious pink.

I finally decided enough was enough and I uninstalled the game on February 3rd.  I feel like a weight was lifted off my shoulders, and I probably should have done it much earlier.  This is an absolutely terrible game, and I would probably re-rate it at about 3.0/10 based on playing it for a long time (3 weeks straight?).  I can only imagine what floor that poor schmucks out there who actually enjoy this game are at, and how much time per day they spend restocking and shuffling Bitizens.