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This game was in development prior to the iPhone 5 reveal and another 14 months after, and that equals 6 bucks to you? I'm guessing it would at least be $20.

I wish all games did have a non-IAP option though.
They re-wrote the app to include IAP. They could have launched it sooner if they wanted to.
 
New system

Long time reader, first time poster.

IAPs are a nuisance. I appreciate that Apple in the beginning needed something to draw devs to the platform, but now at 1 million apps I doubt that's still needed.

IAPs are like cocaine. The first fix is always free.
Why not allow them, but change the system for it to get rid of the worst kinds.

Say that you change the rules to allow IAPs, but no IAP can cost more then ten times the price of the actual app.
For example, an app that costs one dollar can have no IAP that costs more then 10 dollars.

This would force devs who like IAPs to charge for their apps. If they don't they could not use IAPs.
Or simply, say that no app under 99cents can have IAPs or something.

This will never happen though, since Apple makes way to much money from their 30% cut.
 
Just tried it for pure curiosity. Snooooooooooooooz. Boring. After 2 minutes of throwing my guy, I deleted it. I also don't want to spend $30 on some coins. Thanksssssssssss.
 
Great start.

I can tell this app has potential. I notice this and, therefore, give it some slack on some things. I really do roll with the punches when it comes to gems AKA "the classic extremely-hard-to-earn-without-in-app-purchasing" currency. You should notice after playing this app for a day that it is accompanied by a never-ending tutorial. This actually keeps that app interesting because with most apps, once the tutorial goes away you feel free but get bored quickly. The "punch" that domes with the tutorial, though, are the "purchase" missions. At first (levels 1-10) they just seem like a bit of a nudge because they force you to spend your hard-earned coins on items you may not want yet. If you ignore the "purchase" mission you are not really allowed to work on future missions besides the Game Center ones. Once you get to around level 12, you start seeing a new problem with these "purchase" missions. The sensei keeps asking you to buy things that are not only way out of your price range, but require you to level up just to purchase without gems! In a way, it was a well-thought-out plan of the developers to create the sense of pure impatience, but unlike other apps like this you don't just "want" to get that next item faster, you are just simply repetitively told that you NEED that item or else you simply don't advance in the story. So every one of these tedious missions that seem simple are really three missions: the (implied) time-consuming level up, the (implied) time-consuming coin accumulation, and the (quick but painful) parting with your hard-earned, saved-up coins to buy an item that will satisfy one brief mission and then you never need to use that thing again.

And that was my rant. :D
I don't expect this to be fixed in any way.
I am actually sort of applauding the developers for creating something you can rant about and still be hooked on.
 
I found this game completely overrated. It is like one of those Talking Friend apps, without the voice, mixed in with that new Hatch virtual pet. It's highly unrealistic, considering your first mission is to jump on a trampoline, and the second being tying balloons to him to send him flying in the air.

This isn't a game at all, this is something that was made simply to trap little kids and mindless adults into buying into the IAP and wasting their time on something with no end.

People who like these kind of games need to open up their minds more. There's so many games you can enjoy if you hang out for the deals, or just spend $1.99 to begin with. My mom spends $10-50 every month on IAP, and it's like WHY?!
 
Got this for my 6yr old on release day and I think it is one of the most impressive games/apps I have seen on iOS.

Granted it is not really for adults, but small kids? they will adore this, I have been watching him play it and he is absolutely enthralled.

Which of course presents its own problems, we ration him to a certain amount of gaming and it is turning into a struggle to get this game off him. Also, I am guessing that he is going to hit a point in the game soon when the in app purchasing is going to start demanding money to proceed - lets hope they are sensible about the amounts.

IAP can work if it is sensible. I thought that PvZ 2 had well thought out IAP and even Candy Crush wasn't too bad.
 
I must have missed the point in my life where tedious and repetitive games with easy purchasing options have become (popular) pastimes. Clumsy Ninja is precisely that after an hour. While I thought it was initially fun to poke the ninja, drag him around, let him jump the trampoline or punch the rice bag, that moment abruptly ended when activities became time-locked and the free-to-play elements became apparent. Once you worked yourself through the first couple of belts (an hour at most), the whole gameplay is about repetition and waiting (or paying). Simply boring.

I also think that the ninja is not nearly as clever as he was first presented last year. His behaviour is always predictable and scripted in accordance with the toy you choose or the way you interact with him. Get a rice bag, the ninja will start punching. Click on the floor, the ninja will walk there. Finish an activity, the ninja will ask for a high-five. I think the developers held themselves out too much. I'm glad it was free.
 
I can tell this app has potential. I notice this and, therefore, give it some slack on some things. I really do roll with the punches when it comes to gems AKA "the classic extremely-hard-to-earn-without-in-app-purchasing" currency. You should notice after playing this app for a day that it is accompanied by a never-ending tutorial. This actually keeps that app interesting because with most apps, once the tutorial goes away you feel free but get bored quickly. The "punch" that domes with the tutorial, though, are the "purchase" missions. At first (levels 1-10) they just seem like a bit of a nudge because they force you to spend your hard-earned coins on items you may not want yet. If you ignore the "purchase" mission you are not really allowed to work on future missions besides the Game Center ones. Once you get to around level 12, you start seeing a new problem with these "purchase" missions. The sensei keeps asking you to buy things that are not only way out of your price range, but require you to level up just to purchase without gems! In a way, it was a well-thought-out plan of the developers to create the sense of pure impatience, but unlike other apps like this you don't just "want" to get that next item faster, you are just simply repetitively told that you NEED that item or else you simply don't advance in the story. So every one of these tedious missions that seem simple are really three missions: the (implied) time-consuming level up, the (implied) time-consuming coin accumulation, and the (quick but painful) parting with your hard-earned, saved-up coins to buy an item that will satisfy one brief mission and then you never need to use that thing again.

And that was my rant. :D
I don't expect this to be fixed in any way.
I am actually sort of applauding the developers for creating something you can rant about and still be hooked on.

Interesting, and thank you. This is exactly what I DON'T want to buy for my kids. Whatever the definition is supposed to be of "freemium", this is it for me.
 
I'm amazed that people like this. It's boring. It seems like what little game play it has is geared around making you spend money. It's pretty and the physics are cool. But after that, there is really no gaming to it.
 
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