Nimbleit, makers of the ridiculously popular Tiny Tower games have released a curiously looking golf game on Android entitled GOLFINITY. It looks to be endless game of minigolf with an exceedingly simple, stark style.
Nimblebit, known for their reasonable amounts of free to play tomfoolery have seen fit to make GOLFINITY completely free. The only snag is that every time the player retires a hole they must watch an ad first; it remains to be seen how annoying this will be.
Tiny Tower Vegas might have a different name but it feels very similar to the first Tiny Tower. In the original Tiny Tower the player slowly built a huge tower with dozens of floors. Each floor could be either a business or a residential floor.
Residential floors held the towerâ€™s population and businesses made the player money. Staffing each business with employees with matching skills boosted profits and restocking floors and selling items worked on a familiar freemium basis.
Tiny Tower Vegas is pretty much the same gameplay, except with a cool Vegas theme, added minigames and other tweaks. Some floors, like slot machines, feature neat minigames that can be played to earn a large amount of extra bux. This is a great feature. The games are fun and the player wins often. TTV is very generous indeed with its bux to the point where they barely even feel like premium currency. Besides the coins and bux from the first game, a new currency, “chips” makes an appearance. These are mostly used to play casino games, although players get free spins now and then as well.
Other than that TTV is still Tiny Tower. The core gameplay is very similar and just as addictive and satisfying.
Tiny Tower Vegas has a few changes that fans might not be happy with. It costs money now to place bitizens in jobs. High skilled bitizens cost 1000 coins or more to place, which is just as annoying as it sounds. At the start of the game much time is spent just waiting for cash to tick up to place bitizens in useful businesses. This is not fun and was not the case in the original and slows down money gain. Floors earn a lot of coins though so itâ€™s easy enough to make this money back rather fast.
New floors also cost an insane amount of coins. In the original game it took quite a while before building floors became expensive. In Tiny Tower Vegas floor three costs 10,000 coins, rather than the 1,350 it cost in the original game. Floor eight costs 48,000 and these costs balloon very quickly until it takes days to build new floors, which will happen sooner rather than later.
The game also has a lot of ways to drain the playerâ€™s bux to balance out how much it hands over. For example, floor upgrades which are required so floors donâ€™t run out of stock in minutes get over 200 bux very quickly.
It is also just as annoying as ever to place bitizens in hotel floors. Unless the player ponies up bux, the only way is with the inching, creeping slow elevator. Still, the game supplies plenty of bux so this isnâ€™t really a problem.
Tiny Tower Vegas, with its high floor costs and irritating money sinks isnâ€™t quite as good as its predecessor. While the new casino games are fun and the game certainly looks and sounds good it still pales somewhat to the excellent original. Worth a look though.
Tiny Tower is a fun game that has players monitor the lives of virtual people (bitizens) as they go about life and commerce in a 2D building; the overriding goal is to guide and facilitate the accumulation of game cash that can be used to build more floors and gain more bitizens. We had an opportunity to review the Android version of the original way back in 2011, and were mostly impressed by the gameplay and deliciously retro graphics. The new game is clearly based in Sin City, so the action should have a fun furtive feel to it.
No word yet on whether or not any more Tiny Tower-themed titles are on the way to Android.
The new title will be available on the Play Store on August 28th, 2014. The game trailer is below.
Disco Zoo is somewhat of an all-rounder. It’s chunky pixels are the perfect call to the joys contained within.
One of the biggest attributes of the game is the more-or-less logical flow. It is a management sim, and as such, there are resources, and a need to spend those resources wisely to expand.
As the tutorial cycles through, the player gets a bank of coins, which is useful to procure the vehicles and animals needed to make the gameplay work. Some elements are linked; for example, buying one hot air balloon unlocks the farm, and other unlocks and upgrades are affected by other factors such as number of animals and such.
And procuring animals to keep zoo animals patron paying for acess and tips is ultimately the name of the game. The first step is to “rescue” the animals from different habitats, but different habitats need different vehicles. The aforementioned hot air balloon is the bottom tier vehicle, and good for simple animals. To get more exotic animals, a better flying vehicle is needed to get to the outback, for instance. Well, to get that money to get the better vehicle, one needs to rescue the easy local ones.
Rescuing is a whole new element in and of itself; basically, there is a grid made up of smaller squares, and the operation plays out like reverse Minesweeper: locate the animals hidden underneath before running out of tries. To rescue a kangaroo, for instance, there are four kangaroo images hidden in a standard order; getting all four in ten tries gains the animal, which in turn gains money for the zoo operation. To move on to savanna animals, more money is needed, and so on. There are also coins to be gained from these searches. As new animals are garnered, more of the zoo is developed to accommodate them.
The game is enjoyable because it doesn’t require real cash, though it can be used if needed; there’s even the option to watch ads to get extra rescue attempts. The animals yield payouts every so often, and the rate can be increased by rescuing more of the same type. Animals go to sleep, and have to me wakened to earn money, but Disco Events can be organized (for a cost) that not only keep the animals awake, but yield more coins.
It’s an engaging game; it does require some amount of attention, and feels overly easy in parts, but it’s a fun game that can be tailored to fit individual and changing interest levels
NimbleBit has published Disco Zoo on Android after its iOS launch. This free-to-play zoo simulation game is developed by Milkbag Games, comprised of the creator of Trainyard, Matt Rix, and Owen Goss, known for projects such as Baby’s Musical Hands. Players will rescue animals from the wilds by playing a memory game that costs coins for each excursion, with the rescued animals raising money for the zoo to go and rescue more animals, until players have themselves the biggest, funkiest zoo on Earth. The game is available now from Google Play.
NimbleBit’s publishing its first game, the upcoming Disco Zoo from Milkbag Games. Comprised of Trainyard creator Matt Rix and Baby’s Musical Hands creator Owen Goss, this Canadian studio is about to put out their very first game, Disco Zoo.
Not much is known about how it plays, necessarily, but it will feature hippos, and disco. And really, does a game need anything else besides that? The game will hit iOS first, but given that all particulars work with Unity, an Android version should be in the pipeline at some point. Until then, I leave you with this catchy song…
Scoops is a fun game from NimbleBit in the same vein as Sky Burger.
This isn’t one of those newfangled hi-def games with plenty of elements and overly involved backstory; no, the charm of this one is that there’s little need for a tutorial or trial runs. The gameplay starts with an ice cream cone at the bottom of the playing area. Said cone can be controlled by tilting the device to the left or right. From the top are food items — mostly globs of perfectly sculpted ice cream — and these fall down vertically from different points at the “top.” The goal of the game is to guide the ice cream cone underneath the falling scoops so as to gather as many scoops as possible, to build the tallest ice cream structure possible.
Moving the cone successfully is not as simple, as some of the laws of physics are adhered to. As the cone gets taller, it just “feels” harder to handle, with the cone visibly swaying, and the top of the stack struggles to follow the cone that has been moved over. The cone never tips over, but it gets to a point where only the quickest of movements will ensure that the stack gets there in time, especially since reaction time is cut down by the shorter distance created by the rising stack. Getting the scoops earns points; getting the same color in succession boosts those points and some scoops have special attributes.
There are enemies in this game, and they are the same enemies of ice cream lovers the world over: vegetables. Different type of vegetables drop without warning from the top. Sometimes, it’s actually hard to avoid picking them up. Collecting too many ends the run.
The game graphics are simple, and do what they need to do with little fanfare. A little bit more sophistication in the gameplay might suit older players, and I think it could have more pop visually.
It’s not a game that taxes the mind too much, and that can be good and bad depending on the person. It’s a great time waster though, and probably not something to embark upon while undergoing cravings for cold confectioneries.
Pocket Trains offers players the chance to run their own pocket-based railway line. But how does it play?
Pocket Trains is all about transport. Once a starting city has been picked, players transport cargo, build new railways and expand. there is no overarching goal in Pocket Trains. you just build as big as you can.
Each city in Pocket Trains has a number of jobs on offer. Jobs consist of delivering different amounts of cargo to a city. Completing jobs earns coins. Coins are used to build new stations so trains can deliver to more cities and buying rights to use railway lines.
Each train in Pocket Trains is tied to a certain stretch of track. Each time a new station is unlocked, the track leading to it can be assigned to one of your trains. A relay system is needed to transport cargo long distances if the destination is on another stretch of track.
Players can also construct their own trains. It is important to keep building new trains as your railway expands so trains can transport things effectively.
Graphics wise Pocket Trains is cute, but not outstanding. Itâ€™s fun to see all the different types of cargo thundering along in train cars and the colourful, easy to use menus are easy on the eyes too.
Soundwise the game is pretty average, there really isn’t much to hear except the click-clack of your trains and a few snatches of county style music.
On the whole Pocket Trains is enjoyable if a bit like busywork. It requires a lot of micromanagement and frequent short bouts of gameplay. The gameplay doesn’t change much from the start of the game and this leads to it becoming repetitive rather quickly.
Unfortunately, Pocket Trains has a lot of ways to take your money. Not only does the game attempt to sell you crates for parts, it also charges you Bux, another premium currency to open those crates. Stockyards likewise are next to useless until upgraded with Bux. Lastly, trains need to refuel every few trips; another pointless timer and trains often break down, necessitating an expensive repair using your precious coins. Pocket Trains just has far too many ways to take money and really doesn’t provide that much fun in compensation.
This IAP fest is alleviated somewhat by the rather large amount of free Bux you can earn. Occasionally youâ€™ll see jobs with a price in Bux rather than coins. Get them to their destination and youâ€™ll earn a few. This isn’t remotely enough to buy everything you need to however.
Pocket Trains is a decent take on transport management with a fair bit of depth and it can be fun to reason out how to run your trains most effectively, but unfortunately the vast sea of unavoidable IAP and the game’s repetitiveness really put a damper on any fun faster than a speeding locomotive.
that they are partnering up with veteran mobile developers NimbleBit for a new game, Star Wars: Tiny Death Star. Details are scant but this will allow players to help build their own Death Star full of Galactic bitizens with Star-Wars-themed locations. The game will be available “soon” worldwide.
NimbleBit’s latest simulation game featuring the bitizens, Pocket Trains, is now available. This represents a first for NimbleBit on Android as the game has launched day-and-date with the iOS version. As well, the game has been self-published by NimbleBit instead of going through Mobage for the Android version. We’ll have a review soon, until then watch the funny debut trailer and some hands-on footage of the iOS version below.
NimbleBit is about to return with Nimble Quest, their latest free-to-play title after last year’s addictive Pocket Planes. This one is not a simulation title like their previous titles, but is actually a take on the classic Snake gameplay, with light RPG elements.
Players control a line of heroes that move like a snake, swiping to turn in a particular direction, with their snake of characters automatically attacking nearby enemies. Those enemies are attacking as well, and are trying to take out the player’s ‘snake’ of heroes, though the other heroes are expendable; if the leader dies then it’s game over. Along the way, players collect gems, powerups, and extra heroes from enemies that drop them. Gems can be spent on in-game upgrades, and can be purchased as well, though the game has been tested with IAP disabled in order to ensure that it’s a fun experience for free players as well as those who pay for additional credits, skip ahead in unlock progression or to unlock things like the gem doubler.
Visually, the game doesn’t have the same low-resolution pixelated look that Tiny Tower or Pocket Planes had, opting for a more 16-bit pixel art style with more detail. The soundtrack, featuring music from prolific indie composer Whitaker Trebella, is retro-esque without going too much in to the chiptunes territory.
There is also an Arena mode where players spend tokens, the game’s secondary currency (which can be bought with gems or earned as random pickups) to play and try to amass kills for their guild. This is similar to the Flight Crew from Pocket Planes.
Apple fans will be getting the first crack at the game on March 28th, as the game launches on iOS and Mac there. The game should be releasing soon on Android, according to the NimbleBit team, but at some point after the iOS version. The game is up and running on Android, however, so it appears the delay may be due to testing, an attempt to synchronize the release with Amazon, or just to keep the game from being overshadowed by the Apple launch. We’ll definitely have full coverage of the game once it releases.
As true burger aficionados know, the famed beef patty sandwich isn’t just food; it is a bona fide form of expression. Check out the assembly specialist at the local burger joint of choice. Look in his eye.
Sky Burger is an entry from NimbleBit that dares to awaken the hidden Picasso in burger-eating, tower-building mobile gamers everywhere.
The premise is simple. Think of an almost Tetris-y type of gameplay, with burger components dropping. As the order taker, my job was to maneuver my stack to get the right components (while avoiding the wrong ones) to build the unique burger to specific order. Patties, onions, cheese, pickles, tomatoes and buns fell in random order. Funky choices like “Veg N Out” (heavy lettuce, no meat) and “Saladburger” (loaded tomato) made things interesting. I had to keep tilt-sliding my ever-growing stack to the right component, which was more challenging than I initially imagined. The order I got the items did not seem to matter; as I collected them, the items were checked off at the top, and when I got everything, I had to look for the finishing bun.
Properly made burger masterpieces earned me tips, and tips pushed me up the career ladder.
I liked that the developer added the option to switch control to touch, so that I could also play by swiping if I so desired. The music I found to be so-so, but I really wasn’t expecting orchestra music, and frankly, I did find the game so engaging that I didn’t even notice the music at first, so big kudos to the developer. Graphically, the game was pretty nice. The bright colors helped me to visually separate the falling foodstuff. I especially like the balancing effect of the elongated burger as it seemingly was about to tip. The way the food that was not lined correctly dropped off the corner of the top was also realistic.
All in all, it was an easy-to-understand game that offered plenty of enjoyment.