I know the two prior games were recommended a while ago, but I wanted to post some impressions of them. Just for the heck of it.
From @clay: Egg, Inc.: It’s a clicker. The only real clicker I played before this was Clicker Heroes, and to me it follows the formula pretty religiously. But what more interests me are the design elements of the game. This game has quite an elegant design. What’s the big issue with clickers? To me it’s boredom: you run out of things to do after you get tired of pounding the screen, and you put it away. Egg, Inc, has a lot of small design touches to keep you playing.
With respect to the “regular” gameplay, you can upgrade your chicken coops, your delivery system, and pay for research. There are the normal two paths of upgrading (the linear ‘upgrade your farm to more expensive eggs’, and the vertical upgrade of ‘prestige’, in which you collect “soul eggs” based on your progress, which grant you a permanent bonus, and you restart with the most basic farm again). This mechanic is familiar to anyone who’s played Clicker Heroes.
The clicker part is that you can generate chickens from your eggs. The chickens run from your hatchery into the coops, which generates more static income. There is also a temporary bonus you get by clicking more frantically. The hatchery runs out after a while, and so you have to wait to build it up again (it’s sort of like a stamina bar, to be honest).
In addition to those activities, you get
- periodic packages/newspapers to click on. You collect currency or premium currency (golden egg). Golden eggs are spent on Epic Research, which doesn’t reset when you restart your farm. Makes sense, when you consider this is the IAP currency.
- quests (“have 5000 chickens”, “transport 1,000,000 eggs per second”) which give a reward. Then you automatically get another.
- ads you can optionally watch for rewards
- daily reward chests you’re given just because you’re special
They do a great job of using these elements to help you discover the game. One of the best examples of this I can think of is a quest that made me think “what? I can do that?”
There’s also IAP, which I always glance at but ignore. But there is one aspect of the IAP which I think is a great design. There’s a piggy bank which you can buy for $2.99. The piggy bank starts out with (I guess) one golden egg in it. You look at that and think “why would I pay $2.99 for one egg when I can pay $4.99 for 100 or $7,00 for 500” - or whatever. So at first glance it seems weird. But… and this is the genius part, I think: every upgrade you make to your farm adds one golden egg to the piggy bank. And that seems to go on forever. I’ve been playing this for way too long, and my piggy bank now has something like 20k golden eggs in it.
I can see that at some point, the piggy bank will have enough golden eggs in it that anyone will say “heck, it’s only $2.99 for eggs. That’s totally worth it.”
This feels like a brilliant mechanic, once you figure it out - it seems like a great balance between desire and thriftiness (i.e., how long can you hold out before you really really really want to buy the piggy bank?). And every action you take shows you the total going up, and up, and up.
So anyway, it’s a clicker, but I think it’s a well-designed game. I like the look and feel of it too.
As for the second game mentioned above by @espressojim, Merchant. This looks like someone took iPhone graphics and upsized them (at least when I’m playing on my iPad). So it’s pretty ugly. But it’s a fun hands-off RPG where you control heroes, send them out on quests, craft their gear, and try to make money by selling stuff. There is a bit of a hump to get over in the beginning (you don’t have enough inventory slots to hold on to all the junk your adventurers bring back and you don’t know what stuff is worth, so you probably try to hold on to a lot of things that you should just sell) but once you get a little bit of cash and hire a second (third…fourth…) hero, things start going a lot faster.
You equip your heroes, send them out, and sit back and collect the loot. So it’s completely hands-off with respect to fighting. It’s also pretty easy - the fights are gated by character level and I feel you’d have to be pretty determined to send a guy on a fight where he could lose.
But there is some sort of visceral glee gained when your Armorsmith crafts a magic pair of boots - or your Weaponsmith makes a rare Axe that changes your fighter’s damage from 64 to 84! Maybe World of Warcraft has conditioned me to react to those colors, I dunno.
It doesn’t have any IAP or ads,
If you can get over the pretty fugly graphics, it’s a relatively fun timewaster. Totally possible to play this while watching TV, as there’s no real time-critical actions going on.
Neither of these games is earth-shattering, but they’re both little diversions that I’ve been using for the past week or so.