Game developer Rake in Grass has released an iPhone version of their innovative puzzle platformer Archibald's Adventures [link] through the iTunes App Store.  We've recently spent some time with this title.  Have a look.

As the story goes,

Archibald and his friends were near a dump behind a mysterious mansion of inventor - professor Klumpfus. Accidently Archie fell down a pipe and ended up in professor's basement. In the same time some crazy experiment went wrong and all genetically engineered creatures escaped from their containment in laboratories, while paranoid central computer locked the whole complex up! Now both Archibald and professor got stuck in the mansion! It's up to you to help Archie to overcome all of the pitfalls of the mansion, and use your skills and wit to guide the heroes through more than 100 uncanny levels!

In Archibald's Adventures, the player controls Archibald, a boy on a skateboard.  Soon, he trades up to a robotic vehicle that can climb along walls and ceilings, and ultimately ends up with a flying jet-powered craft.  He can also summon a floating bubble and send it to do his bidding (transporting objects, pressing remote buttons, etc.).

The game features well done, detailed animation that makes utilizing the various vehicles and controlling the curious balloon a pleasure.  As for control, an onscreen D-pad is used for movement and a single balloon button summons and dispels the aforementioned balloon. The game exhibits an attention to detail scant found in the various platformers currently available in the App Store.  Roll down a wall and jump at the last minute to avoid an array of floor-mounted spikes.  Use the balloon to pick up crates in order to array them one-by-one across an area of water to gain dry passage.  That sort of thing.  It requires puzzle solving skill and provides a satisfying platform experience as reward.

Features listed by the developer:

  • Go through 114 levels in this mind blowing action puzzle platform game
  • Experience innovative gameplay with many unique features of the hero: transportation of objects, riding on walls and ceilings, flying with a jet armchair and more
  • Use your wit and fast reaction to avoid nasty dangers of the mad scientist's mansion
  • Use the professor's device pod to climb the walls or his artificial intelligence matter to solve riddles
  • Encounter lots of weird and funny lifeforms running loose in the levels!

Archibald's Adventure on the desktop has met with positive reviews.  The iPhone version is no less enjoyable.  Anyone who longs for a platformer with a little more to offer than the typical jump-stomp-run experience would do well to have a look at Rake in Grass' iPhone offering.  But don't take our word for it.  Try out the Mac OS X or Windows demo version before taking the App Store plunge.

Have a look at our brief gameplay video to get a feel for the action early in the game.  Rake in Grass has posted their own video which provides additional footage.


[ Full HD version | Low Bandwidth version ]

Game Details
Name: Archibald's Adventure (v1.1) Price: $7.99 [Buy]
Developer: Rake in Grass
Size: 6.4 MB
Device: Tested on iPhone 3G
Archibald's Adventures is a polished puzzle platformer that's a bit more than just jump-stomp-run.  This iPhone adaptation is just as playable as the desktop version and a solid App Store offering.

TouchArcade Rating

  • Tack

    Looks like a very interesting game, but even so, not worth $7.99. Developers need to realize that they should use the McDonald's business plan and sell lots of the same item cheaply as opposed to selling far less of the item more expensively. I'd gladly pay $2.99 for this game, but I think that is as much as I'm willing to pay for any game. I've been burned before on $9.99 games and will not buy another unless I know for a fact it is a high quality game (like EA's Tiger Woods Golf).

    Rake in Grass, please lower the price of this game. Once people start playing it and word of mouth spreads, you'll get far more customers buying it than is likely to happen at the current price point.

  • Tack

    Looks like a very interesting game, but even so, not worth $7.99. Developers need to realize that they should use the McDonald's business plan and sell lots of the same item cheaply as opposed to selling far less of the item more expensively. I'd gladly pay $2.99 for this game, but I think that is as much as I'm willing to pay for any game. I've been burned before on $9.99 games and will not buy another unless I know for a fact it is a high quality game (like EA's Tiger Woods Golf).

    Rake in Grass, please lower the price of this game. Once people start playing it and word of mouth spreads, you'll get far more customers buying it than is likely to happen at the current price point.

  • spiffyone

    While you have a good point, tack, the fact is that the reason the McDonald's business plan works is due to volume. They get a lot of customers, they're one of the most recognizable brands around, etc., and, furthermore, they're actually making profit off of those items off of the menu as the ingredients are bought in bulk and actually less expensive (much less so, actually) than the price for which they sell.

    In terms of sound business strategy, one sets the highest possible amount for a product, sees if there is a market for such a product, and if so sells at that price point until the pool of consumers willing to pay such a price dwindles. Then and only then does one lower price in order to increase demand. It's basic economic theory, and it works. I'd like the game to be less expensive too, but I'm willing to wait until the developer lowers price to meet demand. I'm not going to knock them for using sound business sense.

  • spiffyone

    While you have a good point, tack, the fact is that the reason the McDonald's business plan works is due to volume. They get a lot of customers, they're one of the most recognizable brands around, etc., and, furthermore, they're actually making profit off of those items off of the menu as the ingredients are bought in bulk and actually less expensive (much less so, actually) than the price for which they sell.

    In terms of sound business strategy, one sets the highest possible amount for a product, sees if there is a market for such a product, and if so sells at that price point until the pool of consumers willing to pay such a price dwindles. Then and only then does one lower price in order to increase demand. It's basic economic theory, and it works. I'd like the game to be less expensive too, but I'm willing to wait until the developer lowers price to meet demand. I'm not going to knock them for using sound business sense.

  • http://digitaldrops.com.br Nick Ellis

    Way too expensive, they should at least release a lite version so we could try it out.

  • http://digitaldrops.com.br Nick Ellis

    Way too expensive, they should at least release a lite version so we could try it out.

  • tom

    I agree there's been some crappy $9.99 games, but since there's a demo version available, you won't get burned. Plus I find that most of the reviews here have been pretty fair (if it's not worth the price, they usually mention so), and this game seems well reviewed. For example, see the Star Wars: The Force Unleashed review:
    http://toucharcade.com/2008/09/15/first-look-video-of-star-wars-the-force-unleashed/ "After you complete the 6 levels, it’s difficult to imagine that you’ll want to play the game again (especially with the un-skippable cut scenes). As a result, I think this game may only be worth it for the die-hard Star Wars fan, and even then with the understanding that your $9.99 will not get you long term replayability."

  • tom

    I agree there's been some crappy $9.99 games, but since there's a demo version available, you won't get burned. Plus I find that most of the reviews here have been pretty fair (if it's not worth the price, they usually mention so), and this game seems well reviewed. For example, see the Star Wars: The Force Unleashed review:
    http://toucharcade.com/2008/09/15/first-look-video-of-star-wars-the-force-unleashed/ "After you complete the 6 levels, it’s difficult to imagine that you’ll want to play the game again (especially with the un-skippable cut scenes). As a result, I think this game may only be worth it for the die-hard Star Wars fan, and even then with the understanding that your $9.99 will not get you long term replayability."

  • tom

    People may have missed the above statement in the review:

    "But don’t take our word for it. Try out the Mac OS X or Windows demo version before taking the App Store plunge."

    The demo version is here:
    http://archibald.rakeingrass.com/download.php

  • tom

    People may have missed the above statement in the review:

    "But don’t take our word for it. Try out the Mac OS X or Windows demo version before taking the App Store plunge."

    The demo version is here:
    http://archibald.rakeingrass.com/download.php

  • Rick

    I just tried the demo (didn't play very much as i'm at work), but i plan on trying the full demo when i get home. The only thing that i'm concerned about is the controls. Seems to me that moving that bubble around is going to get tiresome after awhile. What i would like to see with the bubble is click to activate the bubble, tap the object you want to use the bubble on, then click where you want the object to go. Simple, and won't be hard on the fingers. As others have mentioned, a lite version would be nice so we can experience it on the Touch/iPhone before shelling out the full price.

  • Rick

    I just tried the demo (didn't play very much as i'm at work), but i plan on trying the full demo when i get home. The only thing that i'm concerned about is the controls. Seems to me that moving that bubble around is going to get tiresome after awhile. What i would like to see with the bubble is click to activate the bubble, tap the object you want to use the bubble on, then click where you want the object to go. Simple, and won't be hard on the fingers. As others have mentioned, a lite version would be nice so we can experience it on the Touch/iPhone before shelling out the full price.

  • SalsaMD

    @Spiffyone

    Alternative Plan:

    Introduce the product at a sale price (while clearly stating its actual valued price in the App store).

    This would garner more initial sales and visibility of a product which, in quality and content, almost invariably is a fraction of what may be months later. Raising the price later will generally attenuate the slope of the sales curve, but the price increase (return to its stated value) could be viewed as justified, as the product will have evolved significantly since its release. Furthermore, the price increase would not come as a surprise, as the App store listing would have stated this at the outset.

    Here then, consumers who purchase the product early are effectively rewarded for their herd constructive feedback.

    If there is a big discrepancy b/t the developer's posted product price and the appropriate price point perceived by the plurality of consumers at introduction of the product to the App, the product may just sit there, largely un-purchased and fade unnoticed into the masses of other games.

  • SalsaMD

    @Spiffyone

    Alternative Plan:

    Introduce the product at a sale price (while clearly stating its actual valued price in the App store).

    This would garner more initial sales and visibility of a product which, in quality and content, almost invariably is a fraction of what may be months later. Raising the price later will generally attenuate the slope of the sales curve, but the price increase (return to its stated value) could be viewed as justified, as the product will have evolved significantly since its release. Furthermore, the price increase would not come as a surprise, as the App store listing would have stated this at the outset.

    Here then, consumers who purchase the product early are effectively rewarded for their herd constructive feedback.

    If there is a big discrepancy b/t the developer's posted product price and the appropriate price point perceived by the plurality of consumers at introduction of the product to the App, the product may just sit there, largely un-purchased and fade unnoticed into the masses of other games.

  • Rick

    Ok. I just finished the PC demo. Although you don't use the bubble at all in the demo version, its pretty good. The levels did get a little tricky, but i guess as you play higher levels it'll get trickier. I'm going to get this for my Touch, but i'm going to wait a bit to see if the price comes down.

  • Rick

    Ok. I just finished the PC demo. Although you don't use the bubble at all in the demo version, its pretty good. The levels did get a little tricky, but i guess as you play higher levels it'll get trickier. I'm going to get this for my Touch, but i'm going to wait a bit to see if the price comes down.

  • menom

    to those that complain about the price - please note that this has 114 levels!

    I haven't got this yet as I'm not usually into platform games - but the value doesn't sound bad to me

    my maths suggest that at $7.99, it equates to 7 cents per level!

    I'm sure it took longer to code each level than it takes to cook a hamburger - so, those in favour of the McDonald's 'business plan' should, perhaps, be demanding that they sell you a hamburger for <=7 cents?

    all the griping about anything more than 99c will just stop devs bothering to code anything more than small-time stuff - so please stop with the gripes!

  • menom

    to those that complain about the price - please note that this has 114 levels!

    I haven't got this yet as I'm not usually into platform games - but the value doesn't sound bad to me

    my maths suggest that at $7.99, it equates to 7 cents per level!

    I'm sure it took longer to code each level than it takes to cook a hamburger - so, those in favour of the McDonald's 'business plan' should, perhaps, be demanding that they sell you a hamburger for <=7 cents?

    all the griping about anything more than 99c will just stop devs bothering to code anything more than small-time stuff - so please stop with the gripes!

  • http://www.rakeingrass.com Rake in Grass

    Hello. Thanks touchArcade for the review and everyone for their comments and suggestions. We'll do the 'lite' version, so you could try it before you buy it. Until them please try desktop demo if you can. Also we plan to release an update with 48 new challenging levels for free soon. That will make 160+ for the price! You can wait for that before you consider it again.

    About the price: Well, we thought that price not so far from average cinema ticket will be fair for the game this big. I bet you won't beat all the levels in 150 minutes! I can't and I made the game! ;)

    One more thing: You can jump over a gap 3 squares long, as it is explained in a tutorial in the game. At 2:47 in the video, there's no need of draging the crate so far! Just jump over the pool of acid. I really felt bad for causing the player so much pain with this :). Anyway the level design was made so every solution is at a reasonable distance.

  • http://www.rakeingrass.com Rake in Grass

    Hello. Thanks touchArcade for the review and everyone for their comments and suggestions. We'll do the 'lite' version, so you could try it before you buy it. Until them please try desktop demo if you can. Also we plan to release an update with 48 new challenging levels for free soon. That will make 160+ for the price! You can wait for that before you consider it again.

    About the price: Well, we thought that price not so far from average cinema ticket will be fair for the game this big. I bet you won't beat all the levels in 150 minutes! I can't and I made the game! ;)

    One more thing: You can jump over a gap 3 squares long, as it is explained in a tutorial in the game. At 2:47 in the video, there's no need of draging the crate so far! Just jump over the pool of acid. I really felt bad for causing the player so much pain with this :). Anyway the level design was made so every solution is at a reasonable distance.

  • Max Weir

    Looks impressive visually, the idea of using a bubble assist your progress is a little cumbersome and time consuming, but it does offer a goo challenge though.

  • http://http//www.levelopacity.com/ Max Weir

    Looks impressive visually, the idea of using a bubble assist your progress is a little cumbersome and time consuming, but it does offer a goo challenge though.

  • TimothyB

    This makes me think it could have been an original Nintendo game back when I was a kid. Feature a hip kid on a skateboard tied in with a famous brand bubblegum. A good game but also one big advertisement. I wonder if you could of made that extra money spinning the game that way and got a big name company to support you :)

  • TimothyB

    This makes me think it could have been an original Nintendo game back when I was a kid. Feature a hip kid on a skateboard tied in with a famous brand bubblegum. A good game but also one big advertisement. I wonder if you could of made that extra money spinning the game that way and got a big name company to support you :)

  • Rick

    Rake
    Thanks for the update. 48 more levels for free just made up my mind. I'm getting this as soon as i get home tonight.

  • Rick

    Rake
    Thanks for the update. 48 more levels for free just made up my mind. I'm getting this as soon as i get home tonight.

  • Tack

    spiffyone, my mention of the McDonald's business plan goes back to the original McDonald brothers that started the chain. People were amazed they could sell hamburgers and fries so cheaply. But they realized that by volume, they could make a profit.

    It certainly is the discretion of the developer of the games to set their prices. My intent was to give them feedback from a single consumer's point of view. I was not aware there was a "lite" version, and might grab it to see how I like the game. But even if I like it, I still don't know if I will buy it due to the ill feelings I have towards "expensive" games. I know it sounds ridiculous, but the environment that other developers have created makes it touch for even a good game to seem worth a higher price in comparison. This is no fault of Rake in Grass, it's just what the marketplace has become.

  • Tack

    spiffyone, my mention of the McDonald's business plan goes back to the original McDonald brothers that started the chain. People were amazed they could sell hamburgers and fries so cheaply. But they realized that by volume, they could make a profit.

    It certainly is the discretion of the developer of the games to set their prices. My intent was to give them feedback from a single consumer's point of view. I was not aware there was a "lite" version, and might grab it to see how I like the game. But even if I like it, I still don't know if I will buy it due to the ill feelings I have towards "expensive" games. I know it sounds ridiculous, but the environment that other developers have created makes it touch for even a good game to seem worth a higher price in comparison. This is no fault of Rake in Grass, it's just what the marketplace has become.

  • Rick

    Well, I took the plunge and bought this app. This has got to be one of the best games I ever bought on any platform. Fun to play, not as easy as I thought. You really have to use your brain on some of the levels. I'm on the third section of the game(each section has 14 levels, and then 2 bonus levels). I really like that each section so far has Archibald using different features. For example. In section 1 it's just him and the skateboard. Section 2 you use the bubble. And now in section 3 you use a maintenance pod. Like someone said up ^, if you divide the price of the game by the number of levels, then this game is well worth it. And don't forget, 48 more levels coming soon.
    Thanks Rake for a great game.

  • Rick

    Well, I took the plunge and bought this app. This has got to be one of the best games I ever bought on any platform. Fun to play, not as easy as I thought. You really have to use your brain on some of the levels. I'm on the third section of the game(each section has 14 levels, and then 2 bonus levels). I really like that each section so far has Archibald using different features. For example. In section 1 it's just him and the skateboard. Section 2 you use the bubble. And now in section 3 you use a maintenance pod. Like someone said up ^, if you divide the price of the game by the number of levels, then this game is well worth it. And don't forget, 48 more levels coming soon.
    Thanks Rake for a great game.

  • Anonymous

    You don't need to use the D-pad for moving, you can use the whole screen as a D-pad. So you can hold the ipod like you would with a gameboy, with both of your thumbs on the screen for left/right movement, which plays a lot better.

  • Anonymous

    You don't need to use the D-pad for moving, you can use the whole screen as a D-pad. So you can hold the ipod like you would with a gameboy, with both of your thumbs on the screen for left/right movement, which plays a lot better.

  • Dan

    I just beat this game after what seems like a month worth of playing. Now they have a free version for a demo and a 5.99 price point. It is completely worth it and I am sure you won't regret it at all. It is by far the best traditional platform game available in the app store and may fill the void in your gaming heart that mario took by not being in the app store.

  • Dan

    I just beat this game after what seems like a month worth of playing. Now they have a free version for a demo and a 5.99 price point. It is completely worth it and I am sure you won't regret it at all. It is by far the best traditional platform game available in the app store and may fill the void in your gaming heart that mario took by not being in the app store.

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