It’s basically Doodle Jump backwards. You must fall as far as possible without getting stuck on any traps or flat platforms, and the game is powered with OpenFeint. And while I absolutely love OpenFeint to death, it does start to get a bit of a burden when the achievements are too difficult and the gameplay becomes slightly repetitive.
Craneball Studios happened to make a name for itself with its release of Blimp: The Flying Adventures, a game that was for the most part original and creative. I enjoyed the title bunches, and with the arrival of 33rd Division, I respected them even more. But it seems that not everyone can make great games, as Superfall seems to not be my type of game.
And the only reason I can think of this repetitiveness is one reason and one reason only: it’s a failed attempt at a casual game. Developers have tried to hit this market after the successes of Flight Control and Doodle Jump, but most of them don’t realize that if you make it too simple, the game will fall apart.
Still, Superfall is an interesting game that, like a ragdoll, doesn’t fall apart immediately.
Visuals: The colorful, 2.5D visuals were enough to say, “This game definitely looks appealing.” I think the visuals are the most important part in a game, as they lure a person’s interest and eventually, causes people to buy the game. If I saw a fully 3D first-person shooter on the App Store, I would definitely be interested in trying the game. That happens to be the case with Superfall: the graphics and artwork are appealing enough to have someone want to try the game.
Variations: The random generation of obstacles is nice to have, and while it is necessary, the random generation is VERY random. One game you’ll have nothing in front of you for 30 feet or so, then the next game you’ll have obstacles right in your face. I think it added some replay value to the game, and it’s soothing to see that there’s a different look everytime.
Tons of ragdolls: Superfall contains tons and TONS of ragdolls, and the sheer amount will take forever to unlock all of them. This is a huge plus for a game of this type, and I’m glad to see so many different types of ragdolls being implemented.
Physics: It’s a physics game, and the physics are accurate. What more is there to say.
Repetitive: It isn’t as repetitive as, let’s say, Cocoto Magic Circus, but it still is a bit repetitive. It’s not a game you can play for hours on end; maybe one or two minutes. As a busy person, I tend to look over games that are the same thing over and over again, and I find it extremely difficult to stay on one task for a certain amount of time.
OpenFeint achievements: This should be a major turn off for most. The achievements are just way too difficult, and some don’t even unlock. I’ve completed the tutorial without the tutorial achievement being unlocked, and the other achievements take almost an hour or two to unlock. For achievements, it’s best to have some unlocked through the first play through then some other difficult ones unlocked later on. It would be nice to add some easy achievements in here, and it would definitely improve the game in terms of replay value.
Superfall is a solid attempt at the casual game market, and I commend them for that. I think they implemented a lot of the key things in a casual game; they just failed to execute in terms of achievements. The repetitiveness usually comes as a side effect of a casual game that went slightly askew, and it seems to be that way with Superfall. I’m not saying that Superfall is a bad game; it’s just not a great game.
Superfall was developed by Craneball Studios, and I played through version 1.0.1 on my iPhone 3GS. The price is $1.99.