Table top racing - no greed needed

Twitter friends to the rescue!

After my little outbreak of disappointment over EA and Micro machines, I was quickly and clearly steered toward Table top racing world tour. That is a game for consoles and PC:s, but whichever site I landed on detected my device and guided me straight into the IOS app store, eyeing the sans-world-tour version with just a little bit of suspicion. But I trust my tips, and this too was a free download. With my craving for racing diminutive vehicles awakened, I downloaded and dove in.

Wow, turns out this game actually was about racing! Clearly the creators of this game built one they actually would like to play. I found myself racing and competing in various other ways, all of which I was allowed to choose by myself. I earned coins, bought upgrades and new cars, and at every point all the gravity was clearly toward just one more race. One more lap, one more try at getting a better time, a better position.

What about the actual spending?

I had a look at the purchases too. When I find a game I enjoy I want to make some purchases to support it.

First off, I had to actually look. The button to purchase coins is there on relevant screens, and the options appear if you try to buy something for more than you have, but it is never pushed into your face.

Second, when the purchases did show up, it became clear the game was made to be played without them. I have admittedly not got far into the game, but the amount of coins even the cheapest purchase will give you looks plainly ridiculous. Perhaps super expensive options show up later on, who knows? In any case the purchases screen left me feeling enocuraged to play without them, feeling I was playing the right way, and even more encouraged to support those nice developers.

This is how you do a game with in-app purchases.