SuperRope Review
Price: Free
Version Reviewed: 1.0.1
Device Reviewed On: iPod touch 4
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In a world where so many endless ascension games are of the "cute character bouncing around" variety, SuperRope gets some credit for trying something new. The new levels each introduce new interesting hazards, and the game's multiple difficulties allow for a play session to be a risk/reward decision: Easy may make for longer sessions, but Hard will offer greater rewards.
The catch to free to play and freemium games is that they need to get the player hooked on them so that they'll consider buying the in-app purchases. In SuperRope's case, the game mechanic is just not fun enough to justify paying for additional currency. This is in part becuase failure feels like it's one instant away. One split-second near the top of a rope, one jump the wrong way that leads to seemingly inexplicable failure, and it's all over. My sessions all feel like they ended due not to my own failings as much as the game thrust failure upon me. The game requires way too much of the in-game credits to unlock content through normal playing. It would take several dozen decent runs in order to collect enough credits to unlock another character or level, much less one of the powerup upgrades. If the game was fun enough to stick with it, that would be one thing. It isn't.
SuperRope's sketchy game mechanic and pay wall to further unlocks turned me off from this game. On a platform full of other quality endless ascension games, there just isn't the time to mess with this one.