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  #271  
Old 08-04-2012, 09:19 AM
BazookaTime's Avatar
BazookaTime BazookaTime is offline
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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  
Old 08-04-2012, 09:37 AM
Weblaus Weblaus is offline
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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  
Old 08-04-2012, 10:02 AM
C.Hannum C.Hannum is offline
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Quote:
Originally Posted by ednan View Post
I don't mind giving up and waiting a day... It's just that clutters the small iPhone screen... On my iPad I don't think it matters, but since I'm always with my iPhone, I'd rather play there
Uh, I'm on a touch, same sized screen and, more importantly, it isn't clutter since it *precisely* the same amount of screen real estate you're giving up for the quests you can complete. You get one Peppin quest at a time, so whether you can complete it or not, it takes up exactly the same amount of space all the time, no difference whatsoever.

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  
Old 08-04-2012, 10:09 AM
Bankai44 Bankai44 is offline
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Quote:
Originally Posted by Jxsgamer View Post
Yeah, I'm doing that. But my GC friends don't seem to be showing up on the world globe.

And speaking of confirmations, I feel like they should add a cancelation when placing a new building. The many times I picked a building, and then realize I didn't want it. There no way to take it back.
One, make sure you are signed in on your Game Center app and if you are, then when you launch Happy Street, make sure you see the drop down of you being connected to Game Center before opening your Friends menu. If you wait a while and still don't see the Game Center being connected, I'd check your data/Wifi connection and make sure you're "Online".

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  
Old 08-04-2012, 10:10 AM
ednan ednan is offline
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Quote:
Originally Posted by C.Hannum View Post
Uh, I'm on a touch, same sized screen and, more importantly, it isn't clutter since it *precisely* the same amount of screen real estate you're giving up for the quests you can complete. You get one Peppin quest at a time, so whether you can complete it or not, it takes up exactly the same amount of space all the time, no difference whatsoever.

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.
Like I said before, it helps with cluttering the screen, having 5 heads on the left. No, removing one head wouldn't help much, but if the quest is impossible to complete atm, I see little point in being there. A simple way to solve cluttering would be a button for quests, maybe with a number on it to be more informative. I never asked for an easier game, because honestly, how a game like this can be considered easy or hard?
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  
Old 08-04-2012, 12:35 PM
shakey_storm shakey_storm is offline
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Quote:
Originally Posted by C.Hannum View Post
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.
Hi there. Thanks for the info, at least I know now that it will resolve itself.

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  
Old 08-04-2012, 01:45 PM
shakey_storm shakey_storm is offline
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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  
Old 08-04-2012, 01:54 PM
C.Hannum C.Hannum is offline
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Quote:
Originally Posted by shakey_storm View Post
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.
First off, a quit button is not really a choice because it's one of those things that asshats will abuse, it's simply a terrible idea by any objective measure. People would just cycle through the missions until the easiest one that produced Flooze was found. The entire concept of the Pepin missions being a challenge to earn Flooze would go out the window. You might as well change Pepin to a dude who popped up with a question mark twice a day with a "press here to wait 2 hours and collect a free flooze".

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  
Old 08-04-2012, 02:05 PM
ednan ednan is offline
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Quote:
Originally Posted by C.Hannum View Post
First off, a quit button is not really a choice because it's one of those things that asshats will abuse, it's simply a terrible idea by any objective measure. People would just cycle through the missions until the easiest one that produced Flooze was found. The entire concept of the Pepin missions being a challenge to earn Flooze would go out the window. You might as well change Pepin to a dude who popped up with a question mark twice a day with a "press here to wait 2 hours and collect a free flooze".

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.
If you gotta wait a day or two to get a new quest, I don't really understand how that would be abused, but whatever
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  #280  
Old 08-04-2012, 03:54 PM
Hobbesian Hobbesian is offline
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Quote:
Originally Posted by ednan View Post
If you gotta wait a day or two to get a new quest, I don't really understand how that would be abused, but whatever
It wouldn't, seems like Hannum missed your point. I'd be fully in favour of a discard quest button as long as it was on a twelve hour timer. That makes it useful for the quests such as the dragon statue but not so useful as to promote abuse.

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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