Bootant is an iPhone developer who has a number of titles currently available that all share a beautiful 3D aesthetic. Bootant's current games include:

  • Break Classic Lite (Free)
  • Break Classic ($1.99)
  • BreakTouch 3D ($2.99)
  • BeeCells ($2.99)
  • CubeRise 3D ($2.99)
  • ColorRise 3D ($1.99)
  • BiiBall 3D [Note: Price to go on sale to $1.99, App Store] is their latest game which takes advantage of their 3D engine and appears to combine the gameplay of Cube Runner and a rolling ball. The ball appears to move forward at a set pace while the player travels through the path while collecting objects while avoiding contact with the walls. Some objects need to be destroyed by shooting them (tapping on the screen) before you collect them. If you hit an obstacle, you have to restart the level.

    The video shows the game:

    The game is now available for $4.99 [App will be discounted to $1.99 this weekend only] in the App Store (link).

    • Aeroflux

      Lol! The video is an excellent indcation of some serious gameplay flaws; for example the elongated sigh of frustration after being sent back to the beginning of the level when the ball was inches away from the end. The level design is horribly basic. I honestly think this gives some merit to the exciting sport [at least it is now that I've seen this video] of drawing in the sand/dirt with your finger.

    • Aeroflux

      Lol! The video is an excellent indcation of some serious gameplay flaws; for example the elongated sigh of frustration after being sent back to the beginning of the level when the ball was inches away from the end. The level design is horribly basic. I honestly think this gives some merit to the exciting sport [at least it is now that I've seen this video] of drawing in the sand/dirt with your finger.

    • Phil

      should be like $$$1-2

    • Phil

      should be like $$$1-2

    • http://www.bootant.com bootant

      I started working on "sending back" problem.
      It will be fixed in the next update if people will find it frustrating.
      We are going to release a level editor if enough people will be interested.
      So it is likely that you'll be able to make your own levels.

    • http://www.bootant.com bootant

      I started working on "sending back" problem.
      It will be fixed in the next update if people will find it frustrating.
      We are going to release a level editor if enough people will be interested.
      So it is likely that you'll be able to make your own levels.

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    • http://www.bashers.nl Bartig

      Looks like something to keep you busy for a short while, but it's certainly not a game-experience to challenge and entertain you all time. It's too basic, too random, it lacks any attractive gameplay-element.

    • http://www.bashers.nl Bartig

      Looks like something to keep you busy for a short while, but it's certainly not a game-experience to challenge and entertain you all time. It's too basic, too random, it lacks any attractive gameplay-element.

    • WhySoSerious

      seems kind...redundant. developer should make the ball change speeds randomly to add a sense of difficulty and remove the monotonous element of the game. also, i see from the video (the "sighhhh...") and agree with Aeroflux...being sent back to the beginning of a level and having to go through it allll over again can bring some frustration. speed the game up though...that might help out a lot in the long run.

    • WhySoSerious

      seems kind...redundant. developer should make the ball change speeds randomly to add a sense of difficulty and remove the monotonous element of the game. also, i see from the video (the "sighhhh...") and agree with Aeroflux...being sent back to the beginning of a level and having to go through it allll over again can bring some frustration. speed the game up though...that might help out a lot in the long run.

    • ArtOfWarfare

      Add some power ups and stuff to mix it up. Make other things move.

    • ArtOfWarfare

      Add some power ups and stuff to mix it up. Make other things move.

    • http://www.bootant.com bootant

      Thanks for your feedback! We'll add some powerups and we'll make the game faster! Keep writing suggestions! Thanks a lot!

    • http://www.bootant.com bootant

      Thanks for your feedback! We'll add some powerups and we'll make the game faster! Keep writing suggestions! Thanks a lot!

    • Kon

      Give it a first-person option and it'll be an awesome Cube Runner clone which is a very good thing!

      I would also suggest adding slopes and and ramps to break up the monotony. This way speedup and slowdown will naturally make sense.

      How about the ability to also influence your speed by tilting up/down?

    • Kon

      Give it a first-person option and it'll be an awesome Cube Runner clone which is a very good thing!

      I would also suggest adding slopes and and ramps to break up the monotony. This way speedup and slowdown will naturally make sense.

      How about the ability to also influence your speed by tilting up/down?

    • John

      Still 4.99 on the app store...

    • John

      Still 4.99 on the app store...

    • http://www.podophile.com Flowbee

      I don't know... To me, this game looks neither good (from a graphics standpoint), nor fun to play. Do the levels get much more challenging?

    • http://www.podophile.com Flowbee

      I don't know... To me, this game looks neither good (from a graphics standpoint), nor fun to play. Do the levels get much more challenging?

    • Customer053

      You need some kind of story mode with differnt levels, powerups, extras and so on. Now it's only a better looking version of PapiRiver and some other freeware games. $5 is a joke for such a simple game. You can take that much, after you have finished a real game and not some basic reaction game.

    • Customer053

      You need some kind of story mode with differnt levels, powerups, extras and so on. Now it's only a better looking version of PapiRiver and some other freeware games. $5 is a joke for such a simple game. You can take that much, after you have finished a real game and not some basic reaction game.

    • Customer053

      The graphics are good for that kind of game - just add some more stuff, daily, weekly and all-time highscores and keep the price low.

      Even if you add some power ups the game won't be worth $5. If you want to aim for the $5 you have to offer different game modes, about 100 differnt levels, save option, power ups, boss battles and much more.

    • Customer053

      The graphics are good for that kind of game - just add some more stuff, daily, weekly and all-time highscores and keep the price low.

      Even if you add some power ups the game won't be worth $5. If you want to aim for the $5 you have to offer different game modes, about 100 differnt levels, save option, power ups, boss battles and much more.

    • http://www.bootant.com bootant

      yes, levels get more challenging!
      and the ball moves faster

    • http://www.bootant.com bootant

      yes, levels get more challenging!
      and the ball moves faster

    • Jeff

      Yeah, you definitely need some other way of getting me interested, because this looks like a game that I would play for a day then get bored of it. Looking forward to the updates!

    • Jeff

      Yeah, you definitely need some other way of getting me interested, because this looks like a game that I would play for a day then get bored of it. Looking forward to the updates!

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    • Oliver

      Bought it. Nice game. But I don't think I'll play it too often. PapiRiver is more basic and more cute. I like the smooth graphics of Bii, but it's too repetive and just not cute :). But if it develops like BreakClassic did, this will become a nice time-eater. It reminds me a bit of this 3D-Pac Man thing, which I had running in MAME years ago.

      Things which would make the game nicer:
      - Different floors which make you slower or faster or which glue. In the glue part, when you leave it, you make a faster jump.
      - Ramps
      - Bridges
      - Right tap: Shoot, Left tap: Jump
      - Loops
      - Ability to increase the sensitivity, so that I don'v have to tilt the iPhone so much.
      - Tunnels
      - Sound. Even the new Labyrinth sounds would fit :)

      Bugs:
      - After getting sent back in the level the first shoot goes to the right, not to the front.

      And something different: Please PLEASE build a Marble Madness clone on top of this great engine!!! AeroGym just plain sucks.

    • Oliver

      Bought it. Nice game. But I don't think I'll play it too often. PapiRiver is more basic and more cute. I like the smooth graphics of Bii, but it's too repetive and just not cute :). But if it develops like BreakClassic did, this will become a nice time-eater. It reminds me a bit of this 3D-Pac Man thing, which I had running in MAME years ago.

      Things which would make the game nicer:
      - Different floors which make you slower or faster or which glue. In the glue part, when you leave it, you make a faster jump.
      - Ramps
      - Bridges
      - Right tap: Shoot, Left tap: Jump
      - Loops
      - Ability to increase the sensitivity, so that I don'v have to tilt the iPhone so much.
      - Tunnels
      - Sound. Even the new Labyrinth sounds would fit :)

      Bugs:
      - After getting sent back in the level the first shoot goes to the right, not to the front.

      And something different: Please PLEASE build a Marble Madness clone on top of this great engine!!! AeroGym just plain sucks.

    • Oliver

      bootant: Yes, and the rollback of the level really sucks. After the third time you just give up (frustrated). Give us a time for each level and decrease the time by 10 oder 20 seconds when you bump on a wall. I would also like to disable the shooting but speeding things up.

    • Oliver

      bootant: Yes, and the rollback of the level really sucks. After the third time you just give up (frustrated). Give us a time for each level and decrease the time by 10 oder 20 seconds when you bump on a wall. I would also like to disable the shooting but speeding things up.

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    • Aeroflux

      Any effort to improve the game experience by a developer based on feedback is a step up from the majority of the gaming industry.

      That said, what I didn't like about the level design was that the elements, while basic, discouraged interaction on a whole. You have a ball rolling in one general direction with deadly walls that do the worst possible thing to a gamer: waste precious time spent playing the game.

      The walls have no organic shape, start and stop in frustrating patterns and simply create more of a claustrophobic environment than one inviting a gamer to continue playing. Interacting with the walls should have a positive element, and reflect the energy the ball has without diverting the intended direction. Leave penalties to various hazards that have a distinct look and are scattered throughout the level in such a way that presents a challenge without feeling like punishment. Oliver makes some really good suggestions in level design.

      These are some of the elements I would add:

      1) A certain amount of energy is required to go through a loop or over a ramp, so perhaps something from a pinball machine would do. The ball could drop into an accelerator of sorts, the energy being represented by a charging sound, a light surrounding the ball going from dim to bright and then BAM...shot through the loop or over the ramp.

      Other types of accelerators: simple tile with animated arrows, a 3D swing with spring gear, a simple drop in a slot with a spring slowly compressing and releasing, a centrifugal arm that spins on a worm gear and releases the ball with great velocity.

      2) Magnetic interaction. Just think about what devious level design you could have with magnetic tiles, allowing the ball to roll on the side of the room or even upside down with the help of a partially transparent view (if camera is in the default position). What about a loop with the ball on the outside instead of the inside? Rails instead of tiles at certain parts perhaps? If you really want to have fun think about having the capability for certain objects to repel the ball, objects of the same polarity for example. That could also be used as a spring device, a trampoline, etc.

      3) Change the ball itself. Make the ball sticky, turn it into a highly energetic bouncing ball, magnetize it, make it phase out partially to allow travel through certain obstacle, make it heavy as lead to depress special switches that allow progress through the level or lower a drawbridge, or release a hostage or simple make a cup of coffee.

      4) Unlocks...nobody wants to see "congrats, thanks for playing" on the end screen of a game they like. Longevity is a tough thing to design in a game, and MANY developers simply try to create trophies. But the secret is gameplay. Make certain parts of the level unreachable without certain upgrades that are unlocked throughout the game. Now take those parts of the level and expand them to new wild levels that really push your creativity and the possibility for the player to ENJOY the level. They don't need to be horribly difficult. Save the best levels for these sought after spots, and you will not only extend the longevity of the game but take a step past many developers out there.

      I have no idea what the engine is capable of and how far along in development the title is, but there are 640+ games on the iphone right now. If you really want to be different from the majority of boring games out there, then you have to take something fun and interactive and simply amplify it in a way that doesn't get too repetitive.

      For a really good example of gameplay I'd take a good look at these games:

      - Marble Blast for the XBox Live Arcade

      - Marble Madness, an arcade classic

      - your nearest pinball machine

      As a gamer I wish the developer the best of luck!

    • Aeroflux

      Any effort to improve the game experience by a developer based on feedback is a step up from the majority of the gaming industry.

      That said, what I didn't like about the level design was that the elements, while basic, discouraged interaction on a whole. You have a ball rolling in one general direction with deadly walls that do the worst possible thing to a gamer: waste precious time spent playing the game.

      The walls have no organic shape, start and stop in frustrating patterns and simply create more of a claustrophobic environment than one inviting a gamer to continue playing. Interacting with the walls should have a positive element, and reflect the energy the ball has without diverting the intended direction. Leave penalties to various hazards that have a distinct look and are scattered throughout the level in such a way that presents a challenge without feeling like punishment. Oliver makes some really good suggestions in level design.

      These are some of the elements I would add:

      1) A certain amount of energy is required to go through a loop or over a ramp, so perhaps something from a pinball machine would do. The ball could drop into an accelerator of sorts, the energy being represented by a charging sound, a light surrounding the ball going from dim to bright and then BAM...shot through the loop or over the ramp.

      Other types of accelerators: simple tile with animated arrows, a 3D swing with spring gear, a simple drop in a slot with a spring slowly compressing and releasing, a centrifugal arm that spins on a worm gear and releases the ball with great velocity.

      2) Magnetic interaction. Just think about what devious level design you could have with magnetic tiles, allowing the ball to roll on the side of the room or even upside down with the help of a partially transparent view (if camera is in the default position). What about a loop with the ball on the outside instead of the inside? Rails instead of tiles at certain parts perhaps? If you really want to have fun think about having the capability for certain objects to repel the ball, objects of the same polarity for example. That could also be used as a spring device, a trampoline, etc.

      3) Change the ball itself. Make the ball sticky, turn it into a highly energetic bouncing ball, magnetize it, make it phase out partially to allow travel through certain obstacle, make it heavy as lead to depress special switches that allow progress through the level or lower a drawbridge, or release a hostage or simple make a cup of coffee.

      4) Unlocks...nobody wants to see "congrats, thanks for playing" on the end screen of a game they like. Longevity is a tough thing to design in a game, and MANY developers simply try to create trophies. But the secret is gameplay. Make certain parts of the level unreachable without certain upgrades that are unlocked throughout the game. Now take those parts of the level and expand them to new wild levels that really push your creativity and the possibility for the player to ENJOY the level. They don't need to be horribly difficult. Save the best levels for these sought after spots, and you will not only extend the longevity of the game but take a step past many developers out there.

      I have no idea what the engine is capable of and how far along in development the title is, but there are 640+ games on the iphone right now. If you really want to be different from the majority of boring games out there, then you have to take something fun and interactive and simply amplify it in a way that doesn't get too repetitive.

      For a really good example of gameplay I'd take a good look at these games:

      - Marble Blast for the XBox Live Arcade

      - Marble Madness, an arcade classic

      - your nearest pinball machine

      As a gamer I wish the developer the best of luck!

    • Oliver

      ok, I give up. It's just too frustrating to be brought back to the beginning of the third level every time. I also want to play against time, not against lifes. I dislike the shooting. The accelerometer has too be much more sensitive, because there are people sitting besides me in the subway.

      And overall it's quite disappointing to feel what this game could be and what is it now. Instead of a mix of PAC man and spinner I'd prefer a more action oriented approach with ramps, bounce into walls etc. Something like track mania or marble madness. I don't think that they change the gameplay this way - it would be a different game.

    • Oliver

      ok, I give up. It's just too frustrating to be brought back to the beginning of the third level every time. I also want to play against time, not against lifes. I dislike the shooting. The accelerometer has too be much more sensitive, because there are people sitting besides me in the subway.

      And overall it's quite disappointing to feel what this game could be and what is it now. Instead of a mix of PAC man and spinner I'd prefer a more action oriented approach with ramps, bounce into walls etc. Something like track mania or marble madness. I don't think that they change the gameplay this way - it would be a different game.

    • Noah

      Having a "Time Trial" mode would be interesting... bumping into walls decreases the time you have left.

      Add "Checkpoints" along the way... that way if you hit a wall, you only get sent back to the checkpoint instead of the very beginning.

      POWERUPS! Give me a shield. Give me extra time (in a time trial mode). Give me a ghosting mode (go through walls). Give me a jump (to go OVER walls). Give me a bomb/rocket (to blast THROUGH walls).

      There's so much you can do with this game! :)

    • Noah

      Having a "Time Trial" mode would be interesting... bumping into walls decreases the time you have left.

      Add "Checkpoints" along the way... that way if you hit a wall, you only get sent back to the checkpoint instead of the very beginning.

      POWERUPS! Give me a shield. Give me extra time (in a time trial mode). Give me a ghosting mode (go through walls). Give me a jump (to go OVER walls). Give me a bomb/rocket (to blast THROUGH walls).

      There's so much you can do with this game! :)

    • http://www.bootant.com bootant

      Thanks everyone for feedback! We'll try to implement some of suggestions and we'll improve the game! Thanks a lot!

    • http://www.bootant.com bootant

      Thanks everyone for feedback! We'll try to implement some of suggestions and we'll improve the game! Thanks a lot!

    • Oliver

      I tried it a few times again yesterday. It frustrates me the same way Monkey Ball frustrated me, but Monkey Ball also makes fun, is cute, strange, motivates with the music style and has great level ideas, where from level 1 to 4 in Bii I only see the same stuff in different colors again. So there's only the frustration left. Which is a bummer.

      Checkpoints would be great.

      A shield with which you can break walls (EXPLODE!) would be great.

      I also noticed that you can change the view angle with your finger while tapping with the finger "somewhere" lets the ball shoot into this direction. This explains, why sometimes I shoot in the wrong direction, because I thought, it would only shoot to the front of me. Further, the collision detection is too harsh. When I shoot a cube and touch the cube a millisecond before it explodes, I'm gone.

      While I like that some game devolopers listen to what customers say, it's strange to see that the work of searching ideas for gameplay and level design comes from customers after they bought the product. Bootant needs to do more conceptual work, instead of putting a tech demo (sorry) on the store, which evolves after feedback to a real game.

    • Oliver

      I tried it a few times again yesterday. It frustrates me the same way Monkey Ball frustrated me, but Monkey Ball also makes fun, is cute, strange, motivates with the music style and has great level ideas, where from level 1 to 4 in Bii I only see the same stuff in different colors again. So there's only the frustration left. Which is a bummer.

      Checkpoints would be great.

      A shield with which you can break walls (EXPLODE!) would be great.

      I also noticed that you can change the view angle with your finger while tapping with the finger "somewhere" lets the ball shoot into this direction. This explains, why sometimes I shoot in the wrong direction, because I thought, it would only shoot to the front of me. Further, the collision detection is too harsh. When I shoot a cube and touch the cube a millisecond before it explodes, I'm gone.

      While I like that some game devolopers listen to what customers say, it's strange to see that the work of searching ideas for gameplay and level design comes from customers after they bought the product. Bootant needs to do more conceptual work, instead of putting a tech demo (sorry) on the store, which evolves after feedback to a real game.

    • Noah

      Okay, after playing this game for a bit longer... I think the only "walls" that should send you to the start are the fence-type walls. If you bump into the side of the canyon as it is, I think it should just bounce you right off.

      One other thing: I would love to be able to speed up the ball or slow it down by tilting the iPhone forward and back. Kind of like how Super Monkey Ball works :)

    • Noah

      Okay, after playing this game for a bit longer... I think the only "walls" that should send you to the start are the fence-type walls. If you bump into the side of the canyon as it is, I think it should just bounce you right off.

      One other thing: I would love to be able to speed up the ball or slow it down by tilting the iPhone forward and back. Kind of like how Super Monkey Ball works :)

    • bob1

      I like it. Some heavy iphone tilting from level 4 on but it's kinda fun that way.

      A "Start from level XY" feature would be nice

    • bob1

      I like it. Some heavy iphone tilting from level 4 on but it's kinda fun that way.

      A "Start from level XY" feature would be nice

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    • bob1

      lost it after i had to restore the phone, not gonna buy it again for 4 bucks, not worth it.

    • bob1

      lost it after i had to restore the phone, not gonna buy it again for 4 bucks, not worth it.

    • arn

      @bob1 you can re-download any app you've bought for free.

      arn

    • arn

      @bob1 you can re-download any app you've bought for free.

      arn

    • JeffA

      Got the update and appreciate the improvements. It still needs a way to save a game after each completed level so you don't have to start over from the beginning.

    • JeffA

      Got the update and appreciate the improvements. It still needs a way to save a game after each completed level so you don't have to start over from the beginning.