
What's it like working with a family member? Working with my twin brother is pretty amazing.

You founded NimbleBit with your twin brother. Were there any other significant challenges you had to overcome? I'd say the biggest challenge by far was making the simulation deep enough to be enjoyable to more 'core' gamers while still keeping it simple enough for casual gamers. A screen from the canned Pocket Trains Luckily most of the systems we'd developed up to that point were still able to be utilised in Pocket Planes. Why did you make that change? We had developed the train game to a certain point when we realised that staying on tracks was limiting in a few different ways, and also the average person can relate to air travel much more easily than rail travel. The game was originally about trains not planes. I don't think we'll let the art style dictate the types of games we make though.

Will all NimbleBit games take this approach going forward? I think there is a good chance we'll continue using it as long as it suits the game. We ended up loving it so much that we decided we should make a game with many more environments than a single restaurant. Can you tell us a little about how you settled on your pixel art style? Before Tiny Tower, we were playing around with the idea of making a restaurant management game and Dave had started mocking it up in a pixel art style. We kept the BitBook and added other world events to give a sense of the world carrying on with or without you. What lessons did you carried over? I think the most important thing was the sense of a living breathing world that you're playing in. Pocket Gamer: What were your aspirations for Pocket Planes? Ian Marsh: With Pocket Planes we set out to make a game with much more strategy and deeper gameplay than Tiny Tower while still keeping it relatively casual and approachable.

We talk to co-founder Ian Marsh about the Pocket Planes' origins, balancing the needs of casual and core players, and what it's like working with your twin brother. Yet the project could have been very different.

#Pocket planes strategy free#
As a result, Pocket Planes is a truly exciting strategy game, the game of which sometimes "steals" a lot of free time.Following the success of Tiny Tower, San Diego-based NimbleBit returned to the social management sim with the release of Pocket Planes, securing another strong reception, both critically and commercially.
#Pocket planes strategy plus#
All this can lead to the creation of its own unique and popular airline.Īlso in the game Pocket Planes, the user will be able to sell aircraft to his friends, plus compare the statistics of the achievements of gamers from around the world. For this, more different options will be offered for the correct and successful tuning of your aircraft and fleet in general. And then they will be able to launch even more expensive charters, thereby increasing the flow of passengers or cargo to more distant cities.Īs you succeed and earn money, you will have the opportunity to open new passengers, or cargo and passenger aircraft. The user will only have to charter available aircraft, fill them with passengers or special cargo, and then quickly and safely deliver all this to their destination and thereby earn money. The gameplay in Pocket Planes is quite simple. In this mobile game, you will become the head of a large international airline that you need to take to the top of Mount Olympus. Mobile application Pocket Planes is an interesting game that is developed simultaneously in the genre of management and strategy.
