AFTERPAD

Review: Rabbids Big Bang

Rabbids in Orbit

Rabbids Big Bang, the space-rabbit-launching action-puzzler from Ubisoft, was just updated for MFi controller support.

Fans of the Angry Birds Space Games will feel right at home here. While Rabbids doesn’t feel quite like a clone or knock-off, the gameplay is familiar and objectives similar. You launch your character, you navigate around gravity, you collect goal and try to get a high score – straightforward stuff for mobile games.

rabbids big bang review space launch
Rabbids in space!

Rabbids shakes things up a little bit by adding a little more direct control over your animal-projectiles. The biggest innovation is the jetpack, which allows you to steer your Rabbid. Because you start the round by hitting him into orbit with a baseball bat, there’s a certain degree of spin to your character. Timing when to trigger your jetpack in accordance with which direction your character is facing adds an interesting dimension to the gameplay. Limited fuel and planetary gravity require you to act reasonably fast, which makes timing a significant factor. It’s in interesting twist to the formula, and I think quite a successful one.

On a technical level, Rabbids does not disappoint. The graphics are solid, the framerate is smooth, and the music and sound design clever. Controller support is reasonably well implemented, with both Standard and Extended format MFi controllers supported both in-game and in the menus.

rabbids big bang coin fuel collection
Collect green jet fuel and yellow coins

The biggest negative here are the in-game ads. Quite simply, pop-up ads in a paid game are unacceptable. Making money off of gamers, then turning around and selling those gamers to advertisers is a sleazy, amoral business practice. From a strictly practical perspective, these ads (marked as “Urgent News”) are impossible to dismiss without reaching out and touching the close button on your screen – in other words, an inconvenience for iPad gamers looking to play this game with the SteelSeries Stratus controller, and a black mark on the game.

Ultimately, Rabbids Big Bang is fun. It’s a little unoriginal, but it isn’t exactly a direct copy of anything else; Rabbids establishes an identity of it’s own. If the ads were removed, it would be an easy recommendation. As it is, the App Store is full of great games with more respect for their players – take it as you will.

Review: Wind-Up Knight 2

A platforming masterpiece

2D platformers probably reached their heyday about 20 years ago. In the age of 8-bit, 16-bit, even through the 32-big graphics generations, success in the console race depended on having a sidescroller with a red plumber, blue hedgehog, or some other platform-hopping mascot.

The era of the mascot-based platformer has passed. Gamers today are seemingly more interested in systems which have the latest military or sci-fi shooter. However, even though they may no longer be the system sellers they once were, platformers are still beloved by a large number of fans. For them, iOS has seen a bit of a resurgence of these games. These new-generation platformers have varying degrees of polish and quality, and often incorporate more modern elements of game design to reflect changing tastes.

Wind-Up Knight 2 enters the market as the latest of this new-breed of side-scrolling platformer. I’m happy to report that it isn’t merely a good mobile game, or a good homage to the classic games of the past. No, Wind-Up Knight 2 is a truly classic platforming game, period.

windup knight beanstalk level coin
Time your jumps and collect the coins

At its core, the gameplay of Wind-Up Knight 2 is quite simple. That’s good – platforming games, as a genre, are defined by the cleverness with which they challenge the players using the relatively small set of moves they’re familiar with.

In this game, you control an auto-running character (the wind-up knight) who has to travel across the beginning of the stage to the end of the stage, collecting coins, dodging traps, and attacking enemies along the way.

Your subset of moves is relatively simple. You can double-jump over chasms, roll under traps, shield your head from falling debris, and swing your sword against enemies. It’s the care that Wind-Up Knight 2 shows in how it builds levels to test your ability to use these limited moves that truly shows what a great game it is.

windup knight traps dodge
Time your shield carefully to deflect traps

The arrangement of obstacles and traps in this game are clever. Failing to dodge an obstacle or trap never feels cheap – deaths always feel avoidable, and that fairness encourages you to attempt it again. You’re graded based on how well you complete each level, with greater awards given for higher grades. Getting an ’S’ ranking in a level requires collecting everything without dying. Not an easy task, but a fun one to attempt.

Each level has a large number of coins dispersed throughout it. Extra points are awarded for collecting all of these coins. You can use these coins in the shop to unlock additional costumes, weapons, and abilities. None of these are essential, but they add a great motivation to replay the levels you’ve already beaten.

enemy windup knight
Traps aren’t the only threats to worry about

The level of content in this game is truly staggering. There are tons of levels available in the regular game, and each of those levels include multiple challenge goals – collect diamonds, avoid killing any enemies, that sort of thing – in addition to the basic goals of beating the level and collecting the coins. Each level has 3 of these bonus goals.

windup knight graphics
The graphics and art style are truly amazing

The graphics of Wind-Up Knight 2 are absolutely gorgeous, taking the 2.5D art style established by it’s predecessor and cranking up the quality and artistic beauty to new heights. Lighting effects are beautiful, and tied to the environment and time of day. All of this happens at a buttery-smooth 60 fps.

Controller support is very well implemented here. Both Standard and Extended layout controllers are fully support. Menus can be controlled completely without touching the screen, making this a great hands-free experience. Buttons are well mapped and responsive.

wind-up knight wall ride
Slide down walls and collect coins

Ultimately, Wind-Up Knight 2 manages to hit all the right notes. It enters an established genre – side-scrolling platformer – and builds upon the ideas and designs of the top games, while carving out a unique identity of its own. And it manages to do it with a rock-solid foundation and beautiful presentation.

Wind-Up Knight 2 is available as a free trial, with an in-app purchase to unlock all of the levels and add a little extra content. Some additional content packs are available to purchase, but are unnecessary to the game. There are no ads, spam, timers, or anything like that.

Fans of platforming games should download Wind-Up Knight 2 immediately.

Review: Animal Battle

Fast-paced puzzler with MFi controller support

Puzzle games seem like an odd genre for controller support. Despite this, the newly released Animal Battle shows that much can be gained from physical controls.

Animal Battle plays like a mix of Dr. Mario and the Bust-A-Move games. Your goal here is to send groups of two colored blocks at a steadily increasing pile blocks at the top of the screen, using special star blocks to destroy all adjacent blocks of the same color.

animal battle star block matching
Match star blocks with blocks of the same color to clear matching blocks

The goal is to destroy more blocks than you end up piling up, while outlasting an opponent who’s attempting the same thing in the screen next to you. Particularly well-executed moves send debris blocks to your opponent’s screen, further complicating their job.

For an iOS puzzle game, this competition mechanic manages to turn Animal Battle into a surprisingly tense and cutthroat experience, with careful strategy of tile stacking needing to be weighed against acting faster than your opponent. It works well in practice, and benefits greatly from the tactile response of hardware controls.

animal battle chain blocks
Break blocks in chains to send blocks to your overwhelm your opponent

Animal Battle has a few issues with analog stick sensitivity and slightly lower-than-ideal resolution, but those don’t interfere with the experience. Fans of arcade puzzle games don’t have a huge amount of choices if they want to play on iOS with a controller. The good news is, Animal Battle doesn’t merely “win by default” – this is a fun, challenging game that will appeal to fans of the genre.

People more interested in casual match-three puzzlers will probably be overwhelmed by the difficulty of an old-school arcade puzzler like this, but for fans of classic arcade puzzlers like Bust A Move or Dr Mario, this is an easy recommendation.

Review: Flying Hamster

Side scrolling shoot-em-up with a hamster

Hamster-based side scroller Flying Hamster (also available in HD) was recently updated for MFi controller support. In support of the update, both the standard and HD versions of the game are temporarily available for free.

As I’ve said in several other reviews, side-scrolling shoot-em-ups are a well represented genre of game among iOS games with controller support. Fans of the genre have a wealth of options available to them.

The good news is, this abundance of choices does not, in any way, diminish Flying Hamster. This game has it’s own place in the pile, with a presentation and design unlike the others.

Flying Hamster Image 1
Classic side-scrolling arcade gameplay

As should be immediately evident from the graphics, there is a general cuteness and lightness of presentation that is at odds with the other shoot-em-ups listed. Whereas those games tend to have you flying spaceships in levels set against the blackness of space, Flying Hamster has you controlling a… flying hamster… against a series of colorful backdrops and cartoony landscapes.

Don’t let the graphics style fool you, though. Shoot-em-ups are not a genre known for easy or forgiving gameplay, and Flying Hamster does not disappoint. The cartoony graphics belie what is actually one of the most difficult shooters available on iOS, controller or no. Beating the game unlocks a harder difficulty – for most gamers, that won’t be necessary.


The graphics are cute, but make no mistake – everything here wants you dead

Flying Hamster’s best elements don’t come across well in still pictures. The graphics here are fluid and beautiful, the music is engrossingly old-school, harkening back to the days of 16 bit consoles. The story is told through short and cute cartoony interspersions between levels. As a game, everything you’d expect from the genre – Powerups, bosses, swarms of enemies, challenging levels and swarm formations – it’s all here, and it’s all well done.

This is a great game for shooter fans who are looking for something a little different than the norm, but no less challenging. With lite versions available, and the regular versions temporarily free, downloading this is an easy recommendation.

Review: Mass Effect: Infiltrator

The iOS spinoff of the classic sci-fi RPG series Mass Effect has just been updated for Extended-layout controller support.

Quick Review

Infiltrator is not a traditional Mass Effect game. Whereas Bioware’s console counterparts feature a blend of RPG and action gameplay, branching morality trees, and an epic storyline, this Firemonkeys-developed spinoff is a somewhat traditional cover shooter. You explore somewhat small areas until you see enemies, then you run and duck behind barriers, poking your head up long enough to shoot the targets.


Despite simple gameplay, Infiltrator’s production values are outstanding

This cover-shooting mechanic is fun enough, but it never really feels like Mass Effect. The good news is, it doesn’t exactly feel bad. The production values are high, the controls are well implemented, and the gameplay is fun. The fact that Infiltrator doesn’t feel like a Mass Effect game shouldn’t completely sour shooter fans from downloading it – this is still a competent cover-shooter in a rich universe. Just don’t expect it to live up to the Mass Effect name – for an experience like that, you’ll be far better served downloading the Bioware-developed Star Wars Knights of the Old Republic.

Review: Zombie Goddess

Solid 3D action foundation in need of more content

True console class 3D action games are still a rarity on iOS. iPhone and iPad gamers don’t have a Dynasty Warriors or a God of War. Many developers have tried and failed to bring fun, well-implemented 3D action gameplay to iOS. Zombie Goddess is the latest to aim for that goal. I previewed Zombie Goddess last month. Since then, the game has been polished up further and balanced. It is a fun, beautiful 3D action game – but is that enough?

Zombie Goddess Enemy Waves
Use powerful weapons to fight off endless waves of zombies

The goal of Zombie Goddess is to survive as long as possible against waves of the undead, killing as many as possible, and collecting as much gold as you can find. Completing various objectives – for example, decapitating 20 zombies in one game – increases the amount of gold dropped. This gold is used to unlock additional weapons and characters, leveling up the weapons you have, or unlocking perks for the next level.

The real meat of the gameplay lies in chaining together attack combos. When you collect enough gold to unlock an additional weapon, that weapon will periodically spawn throughout the map. Collecting that weapon can significantly alter the feel of the game — the daggers are fast-striking weapons, allowing for rapid fire attacks; the bow is a ranged weapon controlled through the right analog stick, turning the game temporarily into a dual-stick shooter; the axe is a heavy, powerful weapon requiring careful timing to avoid taking damage while wielding it.

Zombie Goddess Bow Dual Stick Shooter
Aim the bow with the right analog stick, dodge enemy attacks with the left

The biggest issue with Zombie Goddess isn’t what the game includes, but what it doesn’t.The game consists of 3 levels total, each of which can be replayed for higher scores, more achievements, and more gold. The problem is, there is very little progression aside from that. There are no RPG style components, with character improvement. There is no storyline. There is no multiplayer. In short, aside from the basic gameplay of surviving against waves of enemies, there’s not really anything else to do. Killing enemies gives you gold, and gold allows you to unlock new weapons. That’s fun, but there’s not a whole lot else to do.

Zombie Goddess Special Attacks
Each weapon has it’s own special attack

I was invited by the developers to help test the controller support in Zombie Goddess, and I’m happy to say that it plays quite well with the Moga Ace Power, SteelSeries Stratus, and Logitech PowerShell. Many of the tweaks I’ve suggested have already been implemented. It isn’t perfect – I’ve long wished for camera control of some kind, and there’s no menu support at this time. According to the developers, camera control should be arriving in the next update. The game is still a lot of fun with a controller in its current form — far better than using touch controls, and reminiscent of the type of gameplay experience you could expect from playing a true console action game.

Zombie Goddess Finger Slice
Throw your enemy into the air, then slice them into pieces with your finger

Zombie Goddess manages to be an entertaining, though relatively small, game. The gameplay is fun, the graphics are great, the controls fluid; things could be a lot worse. it is far, far better to have a great foundation in need of content than it is to have built a ton of content build on a terrible foundation. Zombie Goddess has the great foundation. The job now is to add more content. Personally, I really hope that happens.

For action game fans, it’s worth keeping Zombie Goddess on your watch list. With the right updates, it could be a true iOS classic. As it is, it’s a fun, though limited, look at what could come. It’s available as an ad supported free download, with a one time in-app purchase to remove the ads, unlock 2/3 of the levels, and increase coin drops. There are no timers or premium currencies. Action game fans, download Zombie Goddess, give it a shot, and join me in hoping the developers add the content needed to turn this into the full-fledged game it deserves to be.

Update 4/21/2014:

Zombie Goddess was recently updated with improvements to gameplay, as well as the removal of a somewhat tasteless feature I criticized in this review. This review has been edited to reflect these changes. The removed section is preserved below for posterity, but is no longer relevant.

Obsolete information

It’s worth mentioning a “feature” that has generated a bit of controversy. The developers of Zombie Goddess included a “Jiggle Breasts” option for the female player-controlled characters, and advertised that option in the App Store description. To quote: “Hot Heroine Kills hordes of Zombies. Its the hot chick in Resident evil without the guns. Choose between three Hot looking Goddesses. You’ll Love This – you get to Turn On “Jiggle Breast” effect!!!”

Sexism in the video game industry is a serious problem. Female developers are underrepresented and harassed. Gamers are subject to constant harassment on any internet game service you want to name based on their gender. As an industry, we’re making progress – a growing number of people are getting sick and tired of seeing how women in technology have become marginalized and harassed. Things like this aren’t helping. I don’t think the developers of Zombie Goddess were thinking about that one way or the other when they included this feature; it wasn’t included out of any dislike for women, but it still it comes across as thoughtless, insensitive, and tacky. Very few games can pull “sexual humor” off in a way that doesn’t convey those feelings. If the developers had simply enabled jiggling and not mentioned anything about it, that would be one thing. But advertising it upfront as a setting just feels off. I suggested repeatedly that this setting be removed; ultimately I’m surprised both that the developers opted to include it, and that it made it past Apple’s review process.

Zombie Goddess Jiggle Breast Engine
This shouldn’t be here in 2014

It is great to see the developers actively responding and improving the game, and I’m personally excited to see what will be added in the future.

Review: Trisector

Modern iOS shoot-em-up done right

Arcade shoot-em-ups – games where you control a character or vehicle in an attempt to shoot down swarms of enemies while dodging impossibly large clouds of bullets – are a well represented and beloved genre on iOS. Even among the subset of games with MFi controller support, this is a well represented genre of game

Trisector Review Screenshot of Cave Level
Navigate catacombs, dodge bullets, and collect powerups

What makes Trisector stand about among the rest is how appropriately iOS-centric it is. Trisector takes the shoot-em-up – a difficult genre to play, even with a controller – and eliminates many of the pitfalls other games in the genre often bring over from their original releases. Trisector manages to maintain a level of gameplay difficulty that will challenge veteran shooter fans, while providing a less daunting framework for newer players.

Trisector adds a modern iOS level selection system, as opposed to the limited lives common in arcade ports. It adds an (optional) auto-adjusting difficulty slider, where the strength of the enemies is balanced to the places you’re getting stuck. It incorporates a modern presentation with full widescreen at an extremely smooth framerate. All of these add up – the challenge of the game comes from the game itself, rather than from presentation issues.

Trisector burst of bullets image
At the hardest difficulties, Trisector will be a challenge to even the best gamers

Controller support in Trisector is well implemented – as I’d hope it would be, since I was one of the beta testers for it. Throughout the course of a few betas, we were able to polish out most of the controller issues that plague many other games.

Standard and Extended layouts are fully supported, the menus are completely controllable, the screen doesn’t fall asleep if left alone, button options are self explanatory and not hidden, control sensitivity is adjustable – basically, everything you’d want from a fully controller-supported game is represented here, and implemented well.

Trisector Bullet Swarm Image
A constant stream of bullets from all directions is a hallmark of the genre

Fans of the shoot-em-up genre who are looking for something more than the same old classics should absolutely give Trisector a look. It takes the classic formula and uses it as a starting point to carve out its own identity.

Review: TriBlaster

A solid idea let down by flawed execution

Wait 20 seconds through the unskippable intro screen. If the game doesn’t crash or get stuck in a looping movie with no way to access the menus, start the game.
When the game starts, hold the shoot button. Then move left until your ship reaches the edge of the level. Then move right until your ship reaches the other edge of the level, all the while holding the shoot button. Repeat until bored.

That about sums up TriBlaster. With little to no exception, the first 15 levels or so will be beaten by doing exactly that chain of actions. After that (and rarely throughout) you’ll need to shake things up a little bit. Once every 5 levels or so, an enemy will make it to your position on the screen. By pressing B, your ship will jump backwards, giving your basic zig-zag maneuver plenty of time to destroy it. Once every 5 levels or so, you’ll also run into a clump of enemies that are better dispatched by standing still for a few seconds while you hold shoot. Then resume your zig-zagging. That’s the game, in a nutshell.

TriBlaster mfi controller gameplay review - overview image
Shoot enemies and dodge attacks by holding A and moving side to side

The biggest problem here is that such an amazing premise is wasted on such boring gameplay. And the premise really is great. TriBlaster is a shooter along a horizontal plane, with enemies coming towards your ship from the back of the map, requiring you to shoot them before they reach you. Think Space Invaders, but with the screen turned flat like a pinball table, or an unfolded version of the classic game Tempest. The graphics are cool, in an updated-retro sort of way. The controls are solid, the music and sounds appropriate. The thing is, the game simply doesn’t take advantage of this foundation. Nothing ever poses a challenge, which means there’s never much of a sense of accomplishment for beating anything, which means it’s never really fun.

Level design is the first clue that something has gone wrong. There are about 3 level shapes you’ll run into over and over again. The first is a straight line. Next, for variety, you’ll run into a level shaped like a gradually sloping smile or frown. Which is basically a straight line, but hey, at least it looks a bit different. Next, more rarely, you’ll run into a V or L shaped level. Functionally, these all play exactly the same – your zig-zag doesn’t change. As you progress, the stages will start occasionally taking on slightly more variety in shapes, before returning to one of the 3 standbys. No matter the shape, the gameplay doesn’t really change. Level shape never really has an impact on strategy – it appears to strictly be for visual variety. Which makes the lack of variety even more surprising.

TriBlaster mfi controller gameplay review - flat levels
With such an amazing level design potential, flat levels seem like such a waste…

One could imagine any number of ways variety could have been added. Loops, abstract shapes, levels that require jumps, levels with a top and bottom, where you flip between them dodging attacks, levels that take place along a circular arena, levels with obstacles that require jumps – it’s easy to think of ways the foundation of this game could have been turned into something fun or challenging. I hope someday it does get improved with more imaginative designs. Unfortunately, those aren’t here right now – I can’t review based on what COULD have been done.

These basic flaws could be overlooked if the game was fun in short bursts. Unfortunately, it doesn’t really work in casual increments like that, thanks to a truly terrible checkpoint system. TriBlaster includes 100 levels. Throughout the course of those 100 levels, there are 3 checkpoints. One at 25, one at 50, and one at 75. Each level takes about a minute and a half to get through. That means if your hand cramps and you forget to zig-zag and die at level 20, you have to play through every level again, starting from the beginning. Over half an hour of the same level designs, with almost identical enemy patterns.

This checkpoint system has the consequence of rewarding long play sessions and punishing casual play – you do NOT want to play for 5 minutes when you’re head isn’t completely in the game, because the consequence of failure is such a massive loss of progress. A more modern checkpoint system, such as the type of “play any level you’ve beaten for a higher score” system seen in Angry Birds, would solve this problem. Even the current system could be improved by a more generous placement of checkpoints. But checkpoints every 25 levels turns TriBlaster from being a potentially amusing casual experience to being a game that requires marathon game sessions, and the gameplay simply isn’t compelling enough to warrant it.

TriBlaster mfi controller gameplay review - graphics
If the gameplay was as good as the graphics, this would be an easy recommendation

There is a silver lining to all these negatives. As I’ve said, the foundation here really is quite solid. The idea, the core gameplay, even the occasionally more difficult level all hint at what TriBlaster could become. The checkpoint system could be replaced. The difficulty could be ramped up. The level layouts could be expanded. The enemies could be more varied. Things could be implemented to make zig-zagging a bad strategy. The core idea of this game is still sound, and I hope it someday gets polished into the game it deserves to be.

I don’t like writing negative reviews. I’d rather bring people’s attention to games they should play, rather than warn them away from games they shouldn’t. I played this game for about an hour and a half, waiting for the fun to start. It never really did, at least not for me. It’s possible that later into the game, the stages get more interesting. I couldn’t last that long, and I don’t think most people reading this will either.

I really hope that this game will be updated and improved, because the premise is solid. If things get better, I’ll revisit this review. As it stands, even at a dollar asking price, with no in-app purchases, and with well implemented controller support, this is a game to skip for now. Save your dollar.

Update

The previous version of this review struck a harsher tone than I wanted. This game is fixable. I really hope it gets there, because I love the premise, and I hope someday to be able to recommend it. Until then though, my opinion still stands – wait for an update.

Review: Stickman Base Jumper

Send a stick figure parachuting from a high-rise

Side-scrolling platformer / strategy game Stickman Base Jumper has just been updated for MFi controller support. Developer Robert Szeleney is responsible for several other MFi controller compatible Stickman games, though they play very differently from one another – Stickman Base Jumper is its own game.


Parachuting from a building is less scary with a stick figure

As a game, Stickman Base Jumper packs a surprisingly strategic gameplay mechanic behind its simple graphics. Your goal is to jump from the roof of a building to a goal somewhere else on the map. To do this, you can control 2 things: the position from which your character jumps and the point at which your character deploys the parachute, both slowing their fall and stopping forward momentum. Finishing a level must be done within a certain timer, meaning that if you deploy the parachute too early, you’ll still be in the air when the clock runs out. Deploy it too late, and you’ll miss the goal or crash into something.


Landing at the flag can be more difficult than it looks

Stickman Base Jumper is an entertaining game, with a simple and effective presentation, at a fair price. It’s completely free to play with ads, and a $1.99 in app purchase to remove the ads. No nonsense – controls are well implemented, levels are plentiful, there is no social network spam, timers, or premium currencies. If this game looks interesting to you, give it a download and enjoy yourself – it’s a lot of fun.

Review: Miss Claire Garden

Old style platforming in a beautiful package

Platforming games are very, very common on iOS. A quick glance through the MFi Game List shows more than a few even support game controllers. With that backdrop, any new entrant has to work hard to stand out. Miss Claire Garden does in a number of ways.

While there is a lot to like about this game, the graphics are probably the strongest aspect. The entire world is presented in a colorful, smooth, blocky-yet-hand-drawn aesthetic. This has the effect of feeling almost like a classic SNES game in some ways, but without any of the obviously “retro” look other games of this sort go for.

Miss Claire Garden Platforming Art Style
Outstanding presentation and a beautiful art style are Miss Claire’s strongest aspects

The gameplay of Miss Claire Garden is a little less of a slam dunk. It doesn’t stray too far from the classic Super Mario Bros formula – you control a colorful character along a 2D plane, jumping over enemies, breaking boxes (in this case fruit), collecting power ups, and generally platform-hopping your way to the finish line. Miss Claire tweaks the formula somewhat by allowing you to pick up both enemies and objects to throw them. While fans of the classic Klonoa series will recognize that mechanic, it’s not a common one, and it is used to good effect in this game.

The problem comes from the platforming itself. Miss Claire just controls slowly. Character movement, jumping – everything feels like it’s happening sluggishly compared to how it should. Collision detection is inconsistent as well – there will be times you’ll fall off the edge of a platform, even though the visuals dictate there should still be room to stand.

Miss Claire Garden Underground Mario Style Platforming
Jumping, collecting, and avoiding death – classic platforming tropes

Controller support in Miss Claire Garden is well implemented, with both Standard and Extended layouts. Control over the menu is supported, including exiting a level via the pause button – it’s surprising how many developers neglect menu control. With that said, the game fails to prevent your iPhone from falling asleep – for long sessions, periodically tapping the screen will be required.

Ultimately, Miss Claire Garden takes an average platforming game and brings a wonderful visual style and great level design. Hardcore platforming game fans may find the pace a little slow, but ultimately, playing through the game is still a fun and beautiful experience.