Christmas comes early for me, and other folks who loved Bean’s Quest ($2.99) with the release of Bean Dreams tonight. Bean’s Quest is/was one of my favorite iOS platformers, as it manages to flawlessly bridge the gap of providing an easy and cute game for people who want to ignore bonus objectives while giving hardcore gamers who want to hit things like the maximum jump count for a level something to endlessly pour over. Clever stuff.
Oh, Shadowrun: Dragonfall is coming too, which I’m guessing a lot of people will be excited about as well.
Here’s the full list of games coming tonight with threads on our forums as of about 10:00 AM Eastern:
- Barty Run (by Mark Chavez)
- Bean Dreams (by Kumobius)
- Blocks + Boxes: A Drawing Physics Game (by Appdore, LLC)
- Boulder Jack (by PlaySide)
- Braveland Wizard (by Tortuga Team)
- Christmas Crew (by Kinship Games)
- Dungeon of Genesis (by Akihiro Moriwaki)
- Dustoff Vietnam by Invictus
- Elune Saga (by GAMEVIL Inc.)
- GUN ZOMBIE 2 : RELOADED (by PNIX Games)
- Inside / Out (by 3DDUO)
- Legion of Summons (by FORMOGA Entertainment)
- Let Us Prey: Surrender to Hell (by beActive Interactive)
- Narborion Saga (by Liber Primus Games)
- Ninja Escape™ (by Pine Entertainment)
- Niskulat (by Marcus Reimann)
- Noda (by ZealTopia Interactive)
- Orkcide (by Texas PFCG Aplicativos Ltda)
- Shadowrun: Dragonfall – Director’s Cut (by Harebrained Schemes LLC)
- Shmoober (by IdleBit LLC)
- Vertigo – for iOS (by taktmaschinen)
Keep an eye out for the full roundup later this evening, and there’s a bunch of other stuff that was soft launched going worldwide this week which could randomly pop up at any time.

I plan on getting this very soon but one thing I need to say: it's. So. Prettyy <3
Beeeaan Dreeeams go on when I close my eyeees,
Every seeeeecond of the night, I live another life.
Beeeaan Dreeeams that sleep when it's cold outsiiiiide,
Every moment I'm awake, the more I want to play.
There's something about it… I can't resist.
Another great game, congrats to Kumobius on the release!
Beware: old man ramblings follow...
I've looked into the history of "auto-jump" games a bit. When I was making the original Splatform for the Commodore 64 in 2001, it was actually a bug in my programming that caused the auto-jump. I had used a BPL instead of a BMI in the 6502 code, and liked the effect so much, I built the rest of the game around it.
I had started working on a mobile Splatform as early as 2006 in the J2ME days, but couldn't manage to finish it, and then as Papi Jump, Doodle Jump and especially Bean's Quest appeared, I thought I had missed my chance.
But now that I look back, there are some games from the 1980s with auto-jumping in a very similar way; perhaps "Cauldron II: The Pumpkin Strikes Back" being the closest example.
Cauldron II was exactly the game I drew a parallel with too. Man that game was hard!
This over Game Of Thrones and I thought I was high.
I am put off by the bean and sombrero combo . . . It seems in poor taste.
No you aren't, stop it with that shit...
Excellent game of the week! Just one the best retro platforms available
I purchased the game after reading the reviews. It is a lot of fun and the auto jump works to an extent, however why can't we press both sides of the screen to stop jumping? You stop jumping until the fingers come off the screen. Why has no one mentioned having them add this?
Because the game is designed around not being able to do this?
totes kewl