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Spoing
Score: 90%
ESRB: 4+
Publisher: Chillingo
Developer: games2be
Media: Download/1
Players: 1
Genre: Puzzle/ Platformer

Graphics & Sound:
Spoing is a great example of what an iOS mobile app should be; it is simple to understand, has an attractive art style that is easy on the eyes and is great for short play bursts. It also has the potential to become your next big mobile addiction.

If you're not playing Spoing with a set of headphones, you're missing half the experience. Although four music "types" are available, including the option to pull music from your device's library, setting the music to "Ambient" is the way to go. There isn't much to the soundtrack beyond a few light wisps of music, but it matches up perfectly as you launch Spoing through the minimalist-styled levels. Spoing is little more than a spiky ball with eyes and platforms are just black masses suggesting some sort of vegetation. The look is very reminiscent of Patapon on the PSP, which is actually what caught my attention when Spoing first came up for review.

The lack of color also brings attention to another of Spoing's visual highpoints. Certain crystals change color indicating how much time you have to get Spoing on and off the rope. Others show how many times Spoing can hit the rope before it disappears. Considering how big a part each plays in gameplay, particularly when going for speedy three-star runs, it is great that you can tell what is happening with a quick look.


Gameplay:
Spoing is a spiky ball that falls asleep on the job while guarding the Rainbow Gems, setting him on a quest to track down the jewel thief. Although there is a story leading you through Spoing's hundred or so levels, it really isn't important. The few story sequences are dull, awkwardly scripted and add little to the overall experience. Similar to Angry Birds, the "story" is more the player's actions throughout the game rather than scripted plot-thread. Enjoyment isn't dependant on knowing why Spoing is traveling through the dungeons as long as he is doing it.

The goal is to get Spoing to the Rainbow Gem at the end of each level by launching him between elastic platforms. The trick is to pull back just enough to get Spoing to the next platform without under- or overshooting the next platform. It's a simple concept and a blast to play. Levels rarely last more than a few seconds and are something you can jump into quickly. I was really impressed by the level design. Although the mostly flat black art design doesn't do much to add to the sense of progression, the growing level complexity show that you're moving deeper into the caverns.

Each level is set to a timer. Although you can't run out of time, some haste is required if you want to earn enough markers to progress to the next group of levels. Every group of levels is blocked off by a point requirement. While you can get through the first few sections with one-marker rankings, you'll need to go back and earn a few two and three-point rankings on levels to unlock later sections. I loved the progression system. It introduces frustrations later on when you're a marker or two short, but it adds a nice enticement to go back to levels.


Difficulty:
Replaying levels is also a great way to rethink and rebuild playing skills. Spoing is an easy game to get into and start playing right away, though it takes a few tries to get good enough to earn two or three point markers. I noticed a few inconsistencies in how levels ramp up in difficulty, though overall the wide-range of designs and layouts is impressive. You're only required to understand a handful of skills to play, but some levels will really twist and turn how you use those skills.

The real challenge comes with you start paying attention to the timer. Let's face it, timers make players stupid. When you're leisurely tooling around a dungeon, it is easy to figure out the correct path. Toss in a timer, however, and you'll begin to take risks just to shave off a few seconds. Some risks will pay-off, others won't; it's just a matter of trial-and-error practice.


Game Mechanics:
Like other successful game apps, Spoing embraces the touch screen interface. Rather than adding virtual buttons, everything is controlled by touching it. If you're an Angry Birds fan, you should have no trouble adapting to Spoing's setup. If not, it shouldn't take any longer than the first level to get the point; you pull back on the elastic rope and watch Spoing (hopefully) spring to the next level. It is incredibly important to figure out just how much "launch" to give Spoing. You're occasionally given a guideline showing exactly where Spoing will go, though you still have to anticipate the path of obstacles.

Getting the most out of a level is a challenge. As you get further into the cavern, you'll have to deal with an increasing number of threats, including cannons and creatures that try to disrupt your clear shots. You'll also come across helpful gems. Some stop the timer, while others let you create new rope platforms for Spoing. The time-stopping gems are a brilliant addition. They're an enticing prize, though are usually stashed in out-of-the-way places. Sometimes it is better to skip past them since the time gain won't equal the time lost grabbing them.

Green platform gems are, on the other hand, worth the time spent trying to snag them. Once you grab a gem, you can tap two spots in a dungeon to create a new platform. If you need green gems to complete a level they're usually easy to get, though it's usually worth your time to grab a few out-of-the-way ones. Having backups can make gem-dependant sections easier.

Although the amount of trial-and-error play required by later levels (or just earning enough markers to get to later levels) is frustrating, it never gets to the point where you'll want to snap your iOS device in half. Spoing is an all-around fun mobile game - especially for the price.


-Starscream, GameVortex Communications
AKA Ricky Tucker

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