THE GOOD PARTS
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A straightforward, easy-to-understand game. Tap the screen, shoot the rocket, and hit the targets. It doesn’t get any simpler than that and the minimalistic controls make it perfect for a mobile experience (which is obviously what the designer had in mind when creating this game).
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It’s actually fun to play. I see myself playing this while riding the bus, the metro, or while waiting for Unity to recompile the scripts!
THE BAD PARTS
I want to clarify that the “BAD PARTS” section of this review is going to be filled mostly with suggestions on what I, personally, think would improve this game’s objective (which seems to be to become a hyper-casual game that you can play during a commute or while waiting for something else to happen).
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It requires too much attention. For a hyper-casual game, I think the attention requirement should be lowered; this can be achieved relatively easily by just giving the rocket a laser on its tip that allows you to see where it will land if you tap at that moment. I found myself trying to measure and guess where would the rocket would land if I tapped it at that moment and I can’t see myself doing that without having to get the phone somewhat closer to my face or having to ignore my surroundings because I don’t want to break my 30 hit streak.
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Maybe some more juice?. I think the game could use some improvements on its game feel because some actions (particularly going off the screen) feel somewhat bland. The same thing can be said of the newly-spawned targets and some other minor game interactions.
CONCLUSION
I think there’s a lot of potential here. Maybe a time rush mode where you have 30 seconds to hit targets and try to break the record? Maybe some static levels where you have to traverse the rocket from point A to point B dodging obstacles?
I’m sure that with some extra brainstorming the game designer would be able to make a full hyper-casual game out of this. Let me know when you do because I’m eager to play some more Cloop!