So I wanted to do a direct comparison of delivery income to what the default "Market Value" was of the items in the delivery.
Below are the results. As you can see, the system is horribly out of balance.
Market Breakdown
Delivery of:
2 Scarves
1 Bread
2 Cocoa Beans
2 Peppers
1 Baked Potato
Delivery income: 142
Delivery XP : 138
Free Market default value:
2 Scarves 116
1 Bread 32
2 Cocoa Beans 8
2 Peppers 50
1 Baked Potato 98
Total default Market value: 304
Even if you substituted XP with coins you still wouldn't have the same value!
Why are they're no Developer reps on the forums to explain this? Why is the dev so opaque when it comes to their games? Why is this game so horribly out of balance? 8 gems for a shovel? I understand the need for income, but driving customers away with costs like this is counter-productive. You want as many eyes on your product as possible and stuff should be cheap enough to make people WANT to pay a little something. I'd rather have paid $4.99 for the full game and forget about this gem system.
That's the reason I stopped playing Jewel Mania and just bought "Bejeweled". I get far more enjoyment over a game I am not constantly asked to spend money on. As a game designer, I am consistently baffled by the design decisions that have gone into these story games.