My name’s Kitsune Magyar and I’m working as an artist here at Triolith Entertainment! Unlike that other artist I’m not going to talk about art in our game. In fact, in this post I won’t talk about art that much at all. I’ve had this desire to write something for our blog but most slots were filled in so when Marcus asked if someone wanted to write a review for a game I figured that sure, I can do that. The game I have reviewed for this post is Run Roo Run, or RRR as it will be referred to for the rest of this post. So what is RRR?
RRR is, as 5th Cell (creators of Scribblenauts) calls it: a micro platformer. The arcade style story is about a mother kangaroo’s search for her captured kid, wittily named Joey because that’s what baby kangaroo’s are called, sending her on a journey across the entire Australian continent. The game consists of 20 chapters, each chapter holds 15 ordinary levels and upon completing those an additional six extreme levels are unlocked. The game is all about timing and input is limited to tapping the screen. The kangaroo auto runs as you tap at the start of a level and depending on the situation tapping the screen when running does different things. Jumping over obstacles is the most basic but as you progress through chapters you are introduced to stuff like tires, clouds, umbrellas and fans, each one having different effects on how to play the level and some of the new additions to the game are not beneficial. For example, landing on a tire gives you a short moment to tap again and makes you jump further if you succeed, fail and you’ll end up hopping a lot shorter and most likely die. Fans slowly makes the kangaroo ascend and tapping makes her jump out of the air stream. Though later levels combines a few of these the game is overall pretty easy even if you strive to get a gold star on each level. However, this is not true for extreme levels which is going to be discussed in this next section.
RRR Low Points:
As I had finished the first 15 levels and headed into extreme mode I shat bricks. The timing required is ridicilous and I often finished them due to sheer luck rather than skill. The difference between ordinary and extreme levels is like the difference between getting massaged and having someone try their new sledgehammer on your face. It wasn’t really fun since it often was all about tapping the screen like a mad man, hoping the first jump you made was done at the proper moment. Basically, you will die and you will die a lot. If you’re like me this is extra frustrating because I want to get gold on every level. To get gold you need a low time. If you die you respawn at the start but your timer doesn’t reset because you now have guide arrows to help you. The arrows are pointless on the extreme levels though because you need pixel precision and that’s basically based on luck. So after respawning I also had to reset manually; something that takes a second and that’s quite a lot of time since my attempts at extreme levels usually takes 0.5 seconds.
Frustration aside, as a somewhat experienced gamer I got through the levels quickly enough but I was left wondering what kind of audience this game is aimed at. Casual players? In that case, the extreme levels are going to be a bitch and if you don’t want to play them you won’t get the happy ending. Hardcore? Then why are the 15 ordinary levels in each chapter so easy? Both? Then why lock casuals out of the happy ending by making extreme levels mandatory? Maybe to get the casual players to buy the cheat items to make levels easier? I don’t know and I get the feeling 5th Cell doesn’t know either. My speculations aside, do I regret handing over a buck for this? NOPE.
RRR High Points:
Even though the levels were easy, extreme ones aside, each new chapter delivered something new and interesting and often required a couple of attempts to get the hang of and once I felt I had mastered whatever they threw at me I felt all warm and fuzzy inside! The cute art is crisp and makes full use of the iPhone retina screen, it’s eye candy at its best. With over 400 levels it will keep you busy for a while, it doesn’t have a lot of replay value though. To compensate for this they’ve promised to deliver weekly levels, 3 sets of ten levels as I am writing this, giving you a reason to keep the game after finishing it. For those dead set on getting the good ending but lack the skill and/or patience there are cheat items available as in app purchases which lets you either play in slow motion or just simply finish a level instantly (no gold star though).
All in all this game has something for everyone, unfortunately it’s doing a half assed job in delivering this something to everyone. Even so it kept me captivated enough to play all the 400+ levels and get gold on them to boot. I even spent an hour or so to get the achievements so to say that this game isn’t fun or interesting would be to lie, it’s just that it could’ve been better. The weekly levels are great though which makes the game an investment that will hold over time and the delicious art compensates a bit for this so if I were to give this stars I guess I’d land on 4 out of 5.
That would be all from me! By the way, I’m sorry for the terrible photo of myself, but it was either that one or the one where I’m wearing a purple gimp suit..