

The concept sounds great on paper, but there were a few flaws. In Pocket Planes players could join a team (or flight crew) and participate in events that lasted a few days with other players. Players typically wait less than 20 minutes to refuel, but this break helps them get away from repetitive tasks, or helps persuade them to monetize if they’re in a pinch.

After traveling, fuel regenerates at a rate of 1 fuel unit every 10 seconds. In Pocket Trains, the trains have a certain amount of fuel that they can hold. It’s not a necessity to have delay in all F2P games, but I really encourage it for games that can be repetitive or shallow to break up sessions lengths to keep player’s interest for longer periods of time. I also played Pocket Planes religiously for two weeks strait, uninstalled, and then never played again. In Pocket Planes when a plane lands from a flight it’s immediately ready for the next flight. On the surface, players won’t recognize this but it’s these layers of complexity over a simple set of actions that makes Pocket Trains a much better game.Ībove: …And needed some bux to open all those crates. There are routes that work better for certain train types and it’s up to the player to figure that out. Some are very fast but don’t hold much fuel, and others might have a larger towing capacity but are very slow. It’s all about routes, not who has the best train type. In Pocket Trains each train type has a different set of stats.I do enjoy more expansive/complex strategy games, but this game is on mobile so if you can make it easier to play then it’s usually best to do so. In the end, I only care about the profit margin from each thing I’m transporting. This might be more accurate in the real world, but it makes the planning process longer. Planning routes is more simplistic. In Pocket Planes it costs money to fly somewhere.This helps with the player’s sense of progression since their empire is never shrinking. However, in Pocket Trains you need to keep those previous routes open in order to keep expanding. Pocket Trains encourages expansion. Like I mentioned above there’s a point in Pocket Planes where it doesn’t make sense to continue to operate smaller planes and airports so your network shrinks.NimbleBit improved on this in several ways so we’ll tackle them one at a time. After playing Pocket Trains for a while now I think there are 5 critical things that NimbleBit improved to make the game more compelling and I’m sure some of these could be applied to other games out there. This isn’t a bad thing so long as they improve on the former or inspirational game. When Pocket Trains came out several people around me were initially underwhelmed saying things like “this is just another Pocket Planes.” I had to remind them that many games are clones of another, or get inspiration from another game. This seemed more like an exploit rather than a compelling strategy. The strategy wasn’t dependent on how many airports/routes you had, but relied on sending better planes on longer routes. Invest in the larger planes (level 3) and close all airports except your major (level 3) airports. I also ended up discovering a killer strategy. What’s not repetitive about Candy Crush or Clash of Clans? However, the lack of missions or progression got to me. Some complained the gameplay is a little repetitive but that can be said for most games. I felt the game fell short in a few different aspects.

I played for less than a month and didn’t monetize. I enjoyed Pocket Planes but not for very long. It’s hard not to respect them when they send notes like this to studios who copy their games.

Not only are their games good but it seems like they are the underdogs that everyone is rooting for, and I mean “underdog” in the best way possible as in they don’t have the capital or resources that their competition has. I love the pixel art, the bitizen characters and the little attentions to detail in their games like the Bitbook (mock in-game Facebook). I, like many of you, was hooked when I discovered Tiny Tower. Let me start by saying I love NimbleBit games and the studio as a whole. Opinions by GamesBeat community writers do not necessarily reflect those of the staff. This post has not been edited by the GamesBeat staff.
