


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 2 weeks straight, uninstalled, and then never played again. In Pocket Planes, when a plane lands from a flight it's immediately ready for the next flight. Adding complementary IAP options like this will greatly increase your odds to persuade players into repeat purchasers.Īnd needed some bux to open all those crates. If I spend $5 on 50 special crates then I'll likely also need some bux to help open that many crates. This is a great accompanying IAP option to bux because bux are required in order to open crates. Players come by regular crates pretty often, but special crates are rare and require a large amount of coins to purchase. However, NimbleBit also added "crates" and "special crate" IAP options. Like in previous NimbleBit games there are coins and bux for the standard and premium currencies. I need more special crates to finish these trains! Perhaps I should buy some. This makes even paying players work for special train types and it also helps drain player's premium currency, but NimbleBit is also generous with the premium currency so they're not being greedy about it. Players need to collect crates and use "bux" (premium currency) to open them. I believe NimbleBit realized this and that's why you can't purchase pre-built trains in Pocket Trains. There's no scarcity or nothing special about those planes if you don't need to work for them. Having the option to buy the planes instantly devalued them to me. In Pocket Planes players can purchase plane parts in order to "build" new planes at a discount, but there's also the option to just buy the plane already built. 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.īuilding a network and using the right trains for proper routes is crucial. 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 and progression got to me. Some complain 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.
