I will leave the reviews to the PocketGamer's (yeah!) and the GameInfomer's (negative and surly)...I will simply say that I like it a lot , and think that once again the brothers Nimble have made another great game, perfectly suited for the platform.
What I am interested in are distilling the elements that qualify it as a.) great and b.) suited for the platform. AKA - the design decisions anyone working in mobile games and engagement should want to study.
This looks like fun, right?
1.) Familiar, yet different. As the tutorial boldly asks, you remember how to play Snake, right?
Game mechanics of Snake + awesome 8-bit Final Fantasy inspired RPG art and music + a simple (autofire) action combat mechanic = Instantly familiar, yet surprising and new gaming. No explanations necessary, and just enough surprise to form a few new neural pathways.
2.) One hand / one finger swipe controls.
As with all things mobile, it's preferable if you design a game around the thing you do with a touch screen. I.E. touch it. So the one finger swipe to steer is the very definition of K.I.S.S. And satisfying again and again as a tiny building block of core compulsion (see previous posts for additional rants on this subject).
3.) Vertical orientation
To compliment the one-hand play. We hold the phone upright. Games need a really good reason to eschew portrait orientation. And that reason should have everything to do with the user experience, starting with the user.
4.) Fast paced levels
I haven't timed it out yet, but it feels like the average level takes about 60 - 90 seconds to complete. Perfect for bite sized sessions - yet you can also play several levels back-to-back with no diminished sense of accomplishment.
4.) Loads of loot and rewards
To be completely candid, I haven't scratched the surface re: purchasing "buffs"or tackled the ramp in difficulty. But 2 days in, there is enough loot dropping and jewel / power ups on offer every session to scratch the itch for immediate, Mario coin frenzy-like instant gratification.
5.) The F Factor -- Fun
Hardest to quantify, and easiest to know if you got it or not, Nimble Quest exudes a fresh sense of fun, humor and whims that make you want to keep coming back for more. Without waxing too rhapsodic, Nimble Bit has honed a "voice" that, in addition to the mechanics, make their games tons o' fun. You can always tell that there is no committee involved in the inception and creation of NB games. And for this, we should all be thankful.
Monetization-wise, we will have to see. Past titles like Tiny Tower and Pocket Planes seemed to climb the grossing charts as well as the DL charts nearly simultaneously, and stay there. But that's a subject for further research and a different post.
Anyone think I got this all wrong? I invite dissent.