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#271
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Are there any playable arcade type games later on? I was really hoping pinball was usable in some fashion.
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#272
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As a Tiny Tower veteran (missing just one dream jobber for the perfect 169 livel building), I really do enjoy Happy Street, but I agree with some opinions earlier in the thread that you hit a wall a little bit too quick.
I'm on level 9 now, have a huge pile of wood and especially money, yet can't really use them because I don't have any flooz - the wheel of fortune is obviously very much hit and miss (and from what I understand, upgradfing it efecctively reduces the number of spins as the stock last longer?). Doing missions also is a mixed bag especially when you're stuck with ones that take either very long or the use of an ingredient that isn't readily available (like a specific fish that you need to be lucky to show up during fishing time). And as others said, Pepin's missions are flawed when they ask for stuff that you simply have no access to yet and the timer is high. So after just two days I kind of feel like I'm already forced to spend (substantial) money on IAP to get anywhere in a reasonable amount of time, which really is a shame and never happened to me on Tiny Tower. Whoever said that Happy Street could use a mechanic like the Bux tips in Tiny Tower: I completely agree. It doesn't even need to be a very high chance, but just the possibility to get some kind of flooz reward for playing longer would be very much welcome. |
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#273
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Try again for a reason why a dev should make the game easier. The game has memory spikes that cause it to crash entering neighbors and store pages routinely on the 4G touch. There are misleading text blurbs (e.g. edelweiss is not found in the forest). There is content waiting to be finished and implemented. But, no, the dev should make sure that people don't feel inadequate because they can't complete a Peppin quest, a matter that resolves itself after about your 4th day with the game after you open up the mountain. I can't even find my world's smallest violin for this one. |
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#274
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And about the building cancellation confirmation, I definitely agree with that option to be added in the future. I hate when I accidentally selected the wrong building and i have to build it (and yes I know you can just end the building and "sell" it back...but you don't get all your money back when you do that). |
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#275
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The screen state is considerably small, and clicking on stuff by mistake happens when there is too much information. That's not making the game easier, is making the interface easier to manage. |
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#276
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From this comment though, it seems that you're speaking from hindsight already, and that's probably why you don't see the point of having a 'quit' button or constraining Pepin's missions to achievable goals. You're at a point in the game where you know for a fact that the issue will resolve itself and not detract from gameplay long term. I still think adding constraints (no quests for locked items) is a good idea, though. Not doing so detracts from gameplay from a beginners point of view, especially at this time. Not even a week from global release, there aren't a lot of information/guides to the game*. With excitement running high, and most everyone is still just starting to get hooked, we'd all like (both the devs and players) minimal frustration because it will maximize the number of players that will get hooked enough to play long term. However, again, ultimately it's for the devs to decide. I'm still going to keep playing for however long it holds my interest. * on a side note, even if there were a lot of guides available, it wouldn't matter much to kids or most casual gamers. Thanks again.
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#277
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I think I found another bug: my 1st ever hotel guest hasn't left yet and it's well over the mentioned 24hours.
As it is, my hotel is stuck at 1 star. Should I be doing somethng to end her visit? Will selling off my old one and buying a new hotel fix my problem or will it just occur again? Thanks in advance, and I hope the dev sees this.
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#278
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As for the hindsight, well, technically yes, but it never occurred to me there was anything remotely off by not being able to build some stuff the first couple of days. It's logical that in a game where you don't automatically have all the buildings at the same time - even at the same level because of player choices- that some players are going to not able to do all random quests. My children, again, not exactly strategic geniuses, haven't even noticed there's an issue because there isn't one. |
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#279
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#280
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I am still of the opinion that some extra minor flooz inputs need to be introduced, the wall is very apparent around level ten when you start seeing expansions needing twenty to thirty flooz. Even with optimal play you're talking about reducing expansion down to four build spaces per week, that to me is a hard wall, and moves flooz from convenience to near necessity. I am happy to pay for something that makes life easier in a freemium, but I get antsy when it becomes a barrier to progression. |
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