Season finales are undeniably difficult to pull off: they need to pull the disparate plots of the story together in a way that feels satisfying but not hackneyed, while still maintaining a sense of self-contained narrative. A serialized game like Sam & Max Beyond Time and Space carries the added weight of presenting us with the highest expression of the puzzles and mechanics its introduced thus far.
I've come to realize that the second half of Sam & Max Beyond Time and Space -- say, starting with "Night of the Raving Dead," [$4.99] and continuing through the finale, "What's New Beelzebub?" [$4.99] -- are funnier and generally better than the first two episodes. This is largely because the last three episodes are more tightly connected, with each cliffhanger transitioning smoothly into the next episode. They feel cohesive, and that makes me feel invested.
But it's also because, in contrast to the procedural feel of the first two entries in the series "Ice Station Santa" and "Moai Better Blues," these latter episodes are a perfect fit for the point-and-click adventure genre.
Big Pixel Studio’s Off the Leash [ Free ] hit earlier this year, and basically did for tilt-based avoidance games what Jetpack Joyride [ Free ] did for the cave flyer. By that I mean it took a tried-and-true gameplay mechanic and fleshed it out to the max by dropping it into a game with attractive visuals, a mission-based progression, and tons of unlockable items and upgrades.
Yesterday a big update hit for Off the Leash that added some welcome new content to the game. The big ticket items are a brand new track and field themed location to perform your evasive dog actions in, and a new character named Charlie the Man Dog. Yep, Man Dog. He’s a man dressed up in a dog suit in case you didn’t gather that from his name, and he cracks me up to no end. He's also the fastest out of all the characters in the game.
The more minor additions in this update include a new baseball cap and an awesome Land-a Panda [$0.99 / $1.99 (HD) / Free (HD)] hat to buy in the store, a set of new missions bringing the total up to 99, and a couple of wallpapers to trick out your device. Off the Leash was loads of fun before, but new goodies are always a welcome addition. If you haven’t checked it out yet you can grab it for free in the App Store, and be sure to check out our original review.
On the iOS platform, nobody has done as much for the 2D scrolling arcade shooter genre than Japanese developer Cave. For the past 2 years, they have consistently delivered high quality ports of their stellar back catalog of games to the App Store. They have yet to really have a misstep either, providing you have an especially unquenchable thirst for bullet hell-style shooters.
Cave’s iOS games come with several hallmarks, like touch controls that are arguably even better than physical controls, plenty of variety in scoring techniques, and a staggering amount of screen-filling explosions and interesting enemies and bosses. Their latest release Bug Princess 2 [$6.99 / Free ], which hit early last month, is no exception. It’s the sequel to last December’s Bug Princess [$4.99 / Free ] and you might also know it by its original name Mushihimesama Futari. It is widely considered by fans to be the best and most challenging entry in the Mushihimesama series.
In an age where game studios are talking to behavioral psychologists and hiring retention experts and monetization specialists in a rush to juice the most out of free-to-player gamers, there's at least one studio developing free-to-play games that doesn't care about metrics, compulsion loops, and user acquisition. Game business never informs game design at NimbleBit. Fun is first, the mechanics of free-to-play are secondary.
Pocket Planes is the next big thing from the two-man studio, and it's philosophically linked with its other titles. Without shaking a virtual change cup in your face, Pocket Planes gives you a vibrant and customizable world and ownership over it as you ferry a fleet of planes from one airport to the next. Designers David and Ian Marsh believe that these components will be enough to organically drive the free-to-play aspect. No business trickery is required.
The Art Of Good Free-To-Play
"[Our] philosophy is to consider monetization as little as possible during the design of the game," Ian tells TouchArcade. "The in-game currencies are balanced to be a natural part of the game without the option to even purchase more during design and beta," he points out. "Adding IAP and deciding how much to charge is always one of the last things we do before launch. We take care to make sure that everything in the game is accessible and achievable without every purchasing IAP."
Ian and David proved that this approach works with Tiny Tower. The game made money even though monetization aspects weren't a focal point. The game also did well with critics, earning all sorts of amazing reviews and even a Game of the Year nod in 2011 from the editorial team at Apple. Millions of people played Tiny Tower, too.
Pocket Planes is still deeply in beta, but I'm as hopelessly ... hooked on it as I was Tiny Tower. Every ten or so minutes I pick up my phone and plan more flights. When I'm not playing, I spend time thinking about new planes and creative ways to expand my cash and transport flow. Should I grind in my current selection of airports until I can buy New York's airport? Or should I keep expanding with much smaller airports to broaden my empire, and slowly build up the necessary resources to acquire international hubs? What if I converted all my fleet to four-seat airplanes? How much could I earn then?
These are the questions running through my head, in part because the simulation aspect of the experience is so good. But I'm also just straight-up invested in the world that I'm creating, and I want to keep making it bigger and better. There are so many small, yet beautiful touches in Pocket Planes that drive my mania. I can name all my planes and customize each of my pilots. My passengers post their thoughts on an in-app Facebook client called "BitBook." I can buy any airport that I can afford, and I can also upgrade it to make it bigger and better. I can build my planes and when I watch them fly, I can collect the game's two currencies randomly floating in the air. Pocket Planes also knows when I'm flying. The day and night cycle is synced to the real world. When I receive a Push notification, my phone emits a soft airplane cabin ding.
These are the aspects that David and Ian believe drive users to spend. These are the things it spends all of its time developing. There is no conversation about loops or feedback. The duo spend their time making games with character, real progression, and meaningful stuff. Their games have a soul.
"I'm not sure if there is some kind of secret sauce, but we definitely focus a lot of time on adding lots of things to our simulation games that make them feel like a functional little world inside," David tells us. "I think the stronger the feeling that there is a buzzing simulation going on inside the game, the more fun it is to influence it and use your actions to mould and direct it."
"I agree with Dave completely," Ian says. "The more detail and emotion you put into these little worlds the more immersed players become and the more they enjoy spending time with it."
"I think the customization has a lot to do with it as well," he continues. "That isn't just a plane flying in the game, it is your plane that you named yourself and spent time finding the perfect paint job for. In Tiny Tower, it isn't just a generic bakery, it's Brad's Bread with interior decoration of his choosing and hand picked employees that took work for him to recruit."
David explains that Tiny Tower and the feedback blowing up NimbleBit's inbox is actively informing the development of Pocket Planes. Users are lauding their game design ideals and are actually thanking David and Ian for making a fun game first.
"I think we definitely are trying to strike the same balance and attitude in all our future free-to-play games because it resonates with players and matches the type of games we prefer to play ourselves," David says. "The other thing we have learned from Tiny Tower and also Pocket Frogs is that the more we can stimulate players imaginations the better. The kind of fan art and fan communities that have grown around those games is amazing and that is a target we are always aiming for."
Pocket Planes is shaping up to be a tremendous game and my praise is coming at a time when more and more new free-to-play games continue to feel like skinner boxes instead of fun things to play with. Ian and David are doing important work here, proving that free-to-play doesn't need to inform fundamental game design.
"Even without spending a dime, players become heavily invested in these worlds because of their character and charm -- not some carefully crafted compulsion loop. That is what keeps them coming back," Ian says.
Fun doesn't need to cost a penny, and that's what NimbleBit strives to make a reality with each release.
In March of 2009, id Software released the grandfather of all first-person shooters, their 1992 classic Wolfenstein 3D [ $1.99 ], to the App Store. Besides being a piece of gaming history that you could fit snugly into your pocket, Wolf 3D was also noteworthy for having the most usable touch screen controls for an FPS seen thus far on iOS.
Not long after its initial release, Wolfenstein 3D on iOS received a huge update that added in all of the Spear of Destiny expansion pack levels as well as the ability to load custom levels into the game. Then last summer, another sweet update hit that added Universal and Retina Display support to the game, and it played fantastically on the large screen of the iPad.
Now for the first time ever id Software is offering Wolfenstein 3D Classic on iOS for free, most likely to celebrate its 20th anniversary. If you’ve somehow never got around to picking up Wolf 3D on the App Store, now is your chance to strike, as the game is an absolute classic that plays wonderfully on iOS and must be experienced.
I have a sneaking suspicion we’ll be hearing more iOS plans from id when QuakeCon gets rolling in August – I refuse to give up hope on the long-awaited iOS versions of Quake and Doom II – but until then make sure you don’t miss out on grabbing the grandfather of FPS on iOS while free.
Donut Games has seemingly always had the philosophy of making small, simple games that only have a few bits of gameplay to speak of. Bubble Pig [ $0.99 ] continues that trend by having one touch gameplay that is both fun and rewarding time after time.
While pigs don’t exactly fly, their rubbery skins and rotund bodies do lend well to bouncing, and Bubble Pig’s gameplay takes full advantage of this. Bouncing the pig around each level is easy; all you have to do is tap where you’d like the pig to bounce to, and he’ll continue to bounce automatically in that direction.
One-touch controls can feel too simplistic if not done well, but this game manages to do it without making it feel like an effortless experience. As some of our forum posters have pointed out, the gameplay is remarkably similar to Bean’s Quest[ $0.99 ] or Superstar Chefs [ $0.99 ].
Making the pig bounce all around the level may be fun, but you will need to complete goals along the way to keep things moving smoothly. Using the pig, you’ll need to activate switches scattered throughout each stage, with the level completing once you’ve hit them all. What makes the stages fun isn’t just moving around and hitting the switches however, the gimmicks involved in each stage are.
Just about every level has a unique gimmick you’ll need to overcome, keeping things fresh each time you play. In one level, you may need to dodge angry foxes that threaten to slaughter your poor pig, or perhaps you’ll need to navigate a series of pipes to find all of the switches in another. Having a new type of concept introduced in almost each new level will keep you thirsty for more and more every time you pick up the game.
Also scattered through each level are various fruits and coins for you to collect. Collecting these items (especially all of them if you can) will reward you with achievements and a special star rating for each level. To further incentivize collecting, you can also compare scores with your friends to make sure you’re as hot as you think you are. Sharing and comparing is key for longevity in these types of games, so it’s nice to see the leaderboards and achievements integrated so tightly.
We’ve probably all come to expect by now that Donut has a unique style that every one of their games uses, and Bubble Pig is no exception. Each stage is colorful and the animations are incredibly smooth, keeping with the standards already set. Being a universal app also helps, as playing on the iPad makes controlling the pig a bit easier, and the colors pop just a bit more.
Bubble Pig is one of those games that achieves a great balance between being straightforward, while still managing to be challenging too. Dismissing the game as being too formulaic would be unfair, as it manages to be very fun despite its simplistic premise.
If there were ever a genre in need of reinvention, it's the marble shooter. As a genre it's been around for nearly 15 years now, and the two big names, Luxor and Zuma, are pretty much indistinguishable. Swap ancient Egypt for the Inca Empire and you've pretty much got the same game. PopCap stepped things up recently with Zuma's Revenge [$0.99 / $1.99 ], which added boss fights and made a few alterations to the formula. But Luxor Evolved [ $2.99 ], MumboJumbo's answer to Zuma's evolution, is feeling like the genre's next frontier.
It shouldn't be mind blowing that Luxor Evolved looks different from its predecessors, but it sort of is. Between a new setting in space and wild geometric art it hardly looks like the same game at all, making this the genre's first serious face lift since 2003. Of course, it is the same game—it's still about matching and destroying strings of colored marbles, and it even has Luxor's usual ancient Egyptian theme. But this time it's space Egypt, and space Egypt has a few new tricks.
I have to admit I'm behind on children's cinema. I totally haven't seen Dreamworks' How to Train Your Dragon. Though they're clearly from the same world, I'm pretty sure it doesn't follow the same plot as PikPok'sDreamWorks Dragons: TapDragonDrop [ $0.99 ], which is about kids riding dragons to herd sheep. But really, that seems like an innovative solution to a common problem, no?
Though it takes a few levels to reveal its workings, DreamWorks Dragons is a game of logic puzzles. You're given a few tools, things a dragon could reasonably be expected to do, like roaring, picking up rocks, smashing things and burning stuff. With them, you need to run through a series of levels about herding sheep into their pens. But the stakes are high: each step needs to be completed in the right order or you'll end up withcharbroiled sheep on your hands. Mmm, mutton.
It seems like the thing to do nowadays is release a mobile companion app for your big time AAA console release. Whether it’s the Call of Duty Elite app [ Free ], the Mass Effect 3 Datapad [ Free ], or the Dragon Shout app for Skyrim [ Free ], each offer a way to assist or otherwise immerse yourself further into a console or PC game using the second screen of your mobile device. It’s like the digital revolution of the strategy guide.
The newest of these companion apps is the Prototype 2 Official Sidekick [ Free ], which hit the App Store right around the time of the console game late last month. Prototype 2 is an open-world action game that received fair to positive reviews when it released.
The iOS companion app focuses mostly on allowing you to explore that large open world and aid you with finding all of the game’s collectibles. It will track your collection progress and you can filter out the specific parts of the world you’re interested in by zone or item type. Besides the maps and tracking, the app also contains additional in-depth information about the mutations in the game and how to get them.
The Prototype 2 Official Sidekick is free to download and lets you check out the map and features for the Yellow Zone in the console game. For a $1.99 in-app purchase you can unlock both of the additional Red and Green zones in the app. I haven’t given Prototype 2 a spin yet myself, but if it’s a game that you’re currently enjoying you might as well check out at least the free portion of the Prototype 2 Official Sidekick app.
If there's anything I've learned after pouring several days of my life into the latest installment of Com2uS's action-rpg Inotia franchise, it's that no amount of Engrish exposure can truly prepare you for that strange moment when a gorgeous brunette clad in diaphanous silks informs a 'pretty boy' of an anti-hero that he is squirting blood.
This awkwardness informs a lot of the dialogue in Inotia 4: Assassin of Berkel [$2.99 / Free ]. While relatively free of the grammatical errors that usually plague such games, Inotia 4 has a rather, uh, unique way with words. Here, you'll find imposing-looking orcs declaring that things are "kinda awkward" and villains that order their lackeys to "allure" helpless souls to a nefarious end. This isn't necessarily a bad thing, mind you. Unless you're totally adverse to the idea of peculiar phrasing, the accidental humor actually offers a light-hearted touch to what otherwise feels like a stereotypical jaunt.
The story in Inotia 4: Assassin of Berkel is one built out of familiar tropes. For example, the protagonist's an effeminate-looking but curmudgeonly chap who also happens to be young, gifted at the art of assassination and a member of the Shadow Tribe. His star-crossed love interest? A young woman who bears more than a passing resemblance to Final Fantasy heroines like Rinoa, Garnet and Yuna. Needless to say, this sort of sets the pattern for the rest of the game. Inotia 4 is a little bit of everything you've ever encountered in an RPG from the Orient. There are warring factions, magic, subterfuge, hidden pasts, and even an arrogant stranger with an overpowered weapon. If you were looking for something new, this isn't the KRPG you're looking for.
While I'm not particularly fond of the virtual d-pad utilized here or its periodic lack of responsiveness, the controls are pretty standard fare. It's the interface that bugs me to no end. On top of many smaller issues, the deluge of buttons, character portraits, health bars and mana bars can make it literally impossible to see where you're going. To be fair, it doesn't happen all that often but when it does happen, you'll take painful notice.
From an audiovisual perspective, Inotia 4 is neither particularly impressive nor completely humdrum. An odd mixture of Retina quality elements and retro-looking graphics, the game feels a little older than its actual release date. As for the audio, I'm somewhat on the fence. On one hand, the music isn't too shabby; it's the kind of stuff you would expect from an RPG. On the other hand, the sound effects left something to be desired for.
So, why play Inotia 4? Why go through strange localization and flighty controls? Why endure the storyline you've probably heard a thousand times before? Why did this get a four star as opposed to a plea for you to run away?
Simple. Because it's actually pretty good.
Like a blind date between mostly compatible people, things can begin on a slightly shaky note. However, once momentum has been built, beautiful things can happen. If you have nothing against grindfests (it IS a Korean RPG, after all) and an obsessive-compulsive need to build the perfect party, Inotia 4 will eventually suck you in and keep you there.
The party system, though far from ground-breaking, is rather commendable. One of the things I liked best about it was the fact that while you can only have two party members (in addition to the protagonist) active at any given time, the game not only allows you to keep a stable of six but also ensures that all of them level up in an appropriate manner as you progress through the game. It's a small feature but a clever one. Unlike many other RPGs, you can actually elect to mix and match your selection of humanoid minions without having to first devote extensive amounts of time to their personal developments.
Speaking of party members, they will consist of mercenaries summoned from item drops and, from time to time, the odd plot-generated NPC. Most of your time, however, will be spent with the former. Your mercenaries may belong to any of the six different classes available in the game. They also come with as many item slots as the protagonist, their own set of skills and statistics appropriate to the quality of the item that conjured them. While you're in command of their equipment, you will need to cough up a few crystals if you want to change the rest.
As you can imagine, some of the appeal in the game lies in how you can tailor the composition of your party. Curious as to how pet-wielding classes will do against a stubborn boss? Bring them out and prepare for a crowded rumble. Fancy seeing how well three tanky priests can hold up against the game's dungeons? Go ahead and test out that theory. Nothing will stop you. The level of micromanagement required is also entirely dependent on you. While you can choose to rely on your A.I settings, you can opt to take control of any of your characters at any given time.
Inotia 4 is also a dream come true for those who just HAVE to have the best gear. By and large, there's no shortage of equipment to collect. Random beasts will sporadically drop legendary headgear. Fusion machines will occasionally offer the chance to engage in repeatable quests, quests that will grant you access to recipes for absurdly powerful items. You will also find goodies from boss battles, treasure chests and their spoils, side quests and shady merchants marketing what may or may not be the next best thing. Inotia 4 makes it easy to be covetous and is shameless about rewarding those willing to grind their way towards glory.
You know what the best part of all this is? Your party's appearance will change with every high-priced trinket you acquire.
By the way, I'm impressed with how Com2uS handled one aspect of their IAP system. In Inotia 4, crystals are used for, well, pretty much everything. Have a weapon you really want to make but lack the ingredients for? Pay for its creation with a handful of crystals. Want to resurrect your party instead of restarting from the last saved point? Cough up the crystals. We know you have them in there. While hardly the most unusual approach, Com2uS has made usage of those crystals as enticing as ever. In the grand scheme of things, five crystals is nothing compared to an hour spent scouring the maps for material. You almost find yourself compelled to conform.
In between all of this, crammed between the good and the bad, nestled between the occasional guilty crystal expenditure, that's where the magic happens. Inotia 4 will have you mashing buttons, switching hot keys, pondering talent points and beating on artillery turtles without so much as a second thought. It will have you gathering ingredients for a powerful new weapon even as you effortlessly transform your glass cannon of a priest into a shield-wielding bastion of power. It will keep you trucking towards the next level, determined to see how your new weapon will do against the latest dungeon or how well your latest collection of party members will hold up. Inotia 4 isn't the most original title out there but it certainly knows which buttons to press.
Robbery Bob [ $0.99 ] has moments where you can tell it was designed by someone who cares. I'm not implying that that is a rarity, but you do rarely see the level of care that portions of Robbery Bob exhibits. Unfortunately though, those portions are few and far between, and what is in between is, well... Uninteresting.
But I'm getting ahead of myself.
Robbery Bob's premise is simple: sneak into houses, steal items of value, leave without getting caught. There is a thin narrative wrapped around these acts, but this isn't a game about story, it's a game about the sneaking mechanic. And it is that mechanic that the game lives or, more often, dies on. Things start off real strong. Sneaking around the first few houses shows off a lot of the potential for the mechanic, but the game soon devolves into a repetitive room-by-room hunt with obstacles sprinkled haphazardly around. But, again, I'm getting ahead of myself.
Sneaking into a house is easy, the front door almost certainly is unlocked, and once inside Bob has to assess any potential threats to his mission (taking care to avoid them.). "Threats" can include dogs, cameras, old ladies, other humans, and, most importantly, the police. Luckily for Bob, there are ways to avoid these threats. Unluckily, for you they are almost all a pain to use. The methods for avoiding detection range from mundane (hiding in a planter) to the interesting (leaving doors open to pull patrolling inhabitants off their path). Each one of these methods of avoidance are fun, if not a little frustrating the first couple times, but they show their one dimension-ness and tedium by the eighth or ninth time you employ them.
While playing Robbery Bob, I couldn't help but think about Shaun Inman's brilliant The Last Rocket [ $2.99 ]. Inman, like the team at Level Eight, had to stretch a simple mechanic over 60+ levels, while keeping it interesting the whole time. He succeeded by not only developing interesting level mechanics, but also by weaving those mechanics together. If you'll forgive those cliche, by the end of The Last Rocket, you had a veritable symphony of mechanics woven together beautifully. Robbery Rob goes half way in that endeavor. The mechanics themselves are interesting (seeing, for the first time, the way a camera interacts with open doorways was what inspired the review's opening sentence), but when those mechanics are just dropped into the level without context, they lose almost everything they have going for them. They don't work together, they don't play off each other, they exist only as a standalone obstacle, forgotten as soon as you pass them and move into the next room.
Again thinking of The Last Rocket, another thing it did so well was instilling the notion that once you figure out the puzzle, you could move through it with nothing but grace and ease. Unfortunately, Robbery Bob never seems to get to that point, and therefore you never feel like you could replicate a victory. The last levels of any particular area (of which there are 3) feel like a crap shoot with your victory being tied more to chance than to skill. I, just now in fact, went back to try and finish the last level of the first area again and failed 3 times before I was able to do it.
While the game offers plenty of gameplay for the price, including encouraging you to go back and perfect all the levels (ala Angry Birds), it never hooks you like a game of that ilk should. It is a game where the potential is sky high, but you feel like the game itself stayed on the ground, only looking up every now and again. It fails to make a promising mechanic interesting.
Robbery Bob isn't bad by any stretch of the imagination, it just isn't good.
Does the name Remedy ring a bell? They're the Finnish developers behind Alan Wake and Max Payne, but before all that, they released a top-down combat-centric MS-DOS Racer called Death Rally. (Oh, and, Max Payne [ $2.99 ] is also now available on the App Store, check out our review.) Anyway, a little over a year ago the greatly enhanced iOS remake of Death Rally hit the App Store.
To create the game, Remedy partnered up with Mountain Sheep, who is likely best known around these parts for Minigore [$0.99 / $1.99 (HD)]. Minigore saw tons of updates, so, I'm not sure anyone was surprised when Death Rally got similar treatment. Since its initial release and our original review, they've added all sorts of unlockables, character tie-ins (such as a guest appearance from the one and only Duke Nukem) and even full online multiplayer.
Yes, the game has been free before, and one could argue that it's only "free" with air quotes as there's a variety of optional IAP to be had. Regardless, if you missed the last Death Rally promotion, be sure to hop on this one. Even if all you do is tool around in a few single player races, it's still totally worth the download.
Does the idea of yet another farming game sound exciting to you whatsoever? Your answer would likely be a resounding no, unless you’ve seen that there are still plenty of seeds to plant with Tractor Trails [ $0.99 ], the farming game that is not only fun and exciting but plays more like a puzzle game rather than the next FarmVille [ Free ] clone.
You see, Red is a tractor that needs to plant seeds on his maze-like farm so he can grow fruit trees. Your (and Red’s) goal is to earn a three star rating at the end of the level by planting as many trees as possible (filling the entire board if you can), collecting the groundhog, and doing it all in the fastest amount of time you can. Earning stars allows you to unlock more level sets, with five in all. Controlling Red is incredibly easy, only requiring that you swipe where he needs to go on the farm so he can plant trees and collect the groundhog along the way.
It’s been over a year and a half since we last covered the boy wizard and his Lego debut on iOS. Now, after much waiting the adventure is finally ready to be concluded with Lego Harry Potter Years 5-7 [ $4.99 ]. While most Potter diehards will likely flock to this version and have a decent time, a few annoying missteps keep the title from having a wider appeal.
As was the case for the previous Lego Potter game, Years 5-7 is a port of an already existing portable game for the 3DS and more recently, PlayStation Vita. This means that you’re going to have (for the most part) a fully-featured game with a wealth of content. You’ll play through the final four movies of the series reimagined in the now-typical Lego way, each with its own chapters and sub-chapters. In addition, there are tons of unlockable characters as well as collectables. Suffice to say, there shouldn’t be any worries about getting your money’s worth with this title.
Aby Escape [ Free ] is the newest freemium title from BulkyPix and Pixel Ratio, and a 3D spin on the iphone's popular runner genre. Instead of dashing full speed to the left or right sidescroller style, the game plants the camera just behind Aby's back and leaves it to you to guide the terrified raccoon down paths cluttered with rocks, cars, animal herds, beer-bellied hicks who lie in wait until you approach, and other obstacles.
To keep your unstoppable force from running smack-dab into immovable objects, you tilt your phone to weave side to side, swipe your thumb up the screen to jump, and swipe downwards to drop to your knees and pull off a Catwoman-in-Arkham-City slide, minus revealing cleavage. (Yeah, I know. Can't have it all, though.) The core gameplay idea is reminiscent of Temple Run [ Free ], but Aby Escape does a nice job at iterating on the formula with some new ideas and some variety.