Package deals are always worth considering to save a bit of coin or reduce the footprint of buying everything separately. Even small things can come in smaller packages when bundled, which is the case with RCMADIAX's TAP TAP ARCADE. Unfortunately, the combination here doesn't really feel any greater than the sum of its parts.
TAP TAP ARCADE pairs two of the simpler games in the RCMADIAX line: DON'T CRASH and SPIKEY WALLS. Each requires mastery of nothing but the A button, so all you need is one finger or an especially intelligent drinking bird to play. We've reviewed each of these titles in the past, so we'll briefly run through them again here.
DON'T CRASH pits the player in an eternal game of chicken on an oval track. As the oncoming car changes lanes between the two lanes, the player car must avoid a collision by pressing the A button to switch to the free lane. A point is awarded for each completed lap, with a bonus point awarded for switching lanes at the last moment before a crash.
The entirety of the game is seeing how many points one can score before crashing. While it has a nice aesthetic with two different environments, the other car is the only thing to worry about and interact with; it's among the most basic of tasks and not one that will hold many people's attentions for long.
SPIKEY WALLS, plain and simple, is a Flappy Bird clone. Keep tapping the A button to keep a little bug aloft and navigating narrow entryways through jagged death. This is another high score-based endurance test that only ends when the player loses.
The look of SPIKEY WALLS is clean but a bit dull, with a lot of brown, grey and steel colours. Most people will know exactly what they're getting into with this, but any novelty/controversy around Flappy Bird has long since died down. Even if SPIKEY WALLS was originally made as a sort-of statement about people's interest in games at the time, that doesn't hold as much relevance now.
Conclusion
Although there is a small amount of saving to be had in buying two games together, the ones presented in TAP TAP ARCADE were already cheap enough that a few bits isn't that big a deal to most people. The crux comes down to whether these games are enjoyable, and while some might love rallying for high scores no matter what's being served, many will likely grow bored rather quickly with these offerings. If there were more games to spark variety, or the games had been ported to 3DS to allow for quick mobile plays, perhaps TAP TAP ARCADE would have had more incentive for pickup.
Comments (20)
Not really an "arcade"when it's only two games.
Yeah it's still promotion, let's not do that
~Waluigi
More like no tapping allowed.
@Kirk Just because you say you aren't going to do something, and then do it, doesn't mean you didn't do it.
@Kirk "I'm not advertising my game. Here is an advertisment of my game."
Also i woulnd't talk about effort when your game is an exact clone of another game. A game that was free, i might add.
Why is there a joystick in the Tap Tap Arcade logo?? Please excuse the pedantry...
@RCMADIAX You should port your titles to mobile, I think they would do really well there - whatever you do though I wish you success
Packing the two most repetitive games together for a re-release seems like such a brilliant idea!! I guess putting more than two games together didn't pay out?!
The first collection, TABLETOP GALLERY was tolerable and probably RCMADIAX's best release yet, with three little games based around strategy and luck. This in contrast, two basic single button reflex testing games, is a huge step down.
I hear there's a third collecion coming: TOUCH SELECTIONS.
I purchased so many of RCMADIAX's games on the Wii U eshop and the guy has actually liked my Miiverse posts for these games. I wouldn't say they are truly earth-shattering masterpieces, but they are super cheap and a nice way to pass some time. Some of RCMADIAX's games are cheaper than the price of a chocolate bar.
@Coreyoli @Xilef But not in the way you think. I didn't make a post just to advertise my game or add in a link for self promotion. That wasn't the point of the post. I made a comment that happened to use my game as a reference point, simply because I'm obviously intimately familiar with it, and therefor I felt the link would be appropriate in supporting my assertion. Hence why I felt the need to clarify that I wasn't just some spammer inserting a link to their company with little relevance. Make sense?
I think some people, including the websites and their modders, need to understand better the difference between the kind of spam that is negative for their site and links that regardless of being someone's work or whatever are just part of the conversation and don't cause any negative effect. There's absolutely zero good reason you should be against someone posting a link that happens to point to their own work, as long as they're not spamming your site with countless of those links and as long as those links have some relevance.
This notion that you can't contribute to the comments unless it basically only promotes either this site or some other site but can't include your own site is slightly r*tarded, when you think about it: I can give IGN as many links and free promotion as I want in your comments sections but I can't post a link to something I might have done, even if it makes total sense, and yet someone else could post a link to my stuff in a comment if it supported something they were saying.
The idea is to stop spamming and crap like that, not censor someone from making their own artistic contribution to the world as part of the natural conversation—or at least that's how I think it should be in a fair Internet and online community.
And that's how I'll make sure to always do it on my own sites and whatever other stuff I make, and make sure that anyone who ever works with me on my sites and whatever other stuff understands that explicitly. Let people contribute, don't punish them for contributing their own stuff into the conversation, and if you're going to remove "spam" and stuff like that then actually make sure it's real spam and not just part of the conversation. The fact it's someone's own work they are linking into the conversation should be totally and utterly irrelevant. As long as it's appropriate it has no negative effect on the site or the conversation or the functioning of the site—and that's all modders are supposed to really worry about.
@Kirk While it may not have been the point of your post, the only thing you really contribudet was "i made a superior Flappy Bird clone" and a link to a paid game. No tips on how to improve or anything. (Don't get me wrong, i'm not saying this developer is better for making a paid Flappy Bird clone to.) Intentional or not, that was advertisment.
@Xilef
It's not just a lazy Flappy Bird clone. He did a tutorial from the Construct2 website, and expects people to pay him money for it. It's the kind of blatant disrespect for the gamers that damages the developer-player relationship.
Nintendo fans are only too eager to suck up to this guy just because he supports the Wii U, regardless of the lack of respect, zero-quality, or sketchy nature of his titles.
https://www.scirra.com/tutorials/857/flappy-birds-clone-in-10-minutes
@Quorthon I honestly don't see how or why that's a big deal, given the entire point I was making above.
It was relevant to the article (whether you see that or not) and it wasn't "spamming" and/or trying to send readers to random porn sites or Tesco Ads or anything like that.
I was actually going to post this link in my original post: https://www.youtube.com/watch?v=7QEnbOAkHQ8
But it looks totally sh*t and really doesn't support the point I was making—about even my Flappy Bird clone being better than the one above—so I figured just linking directly to a page with actual in-game pics would make more sense (and where people could download it, play it, and see what I'm saying firsthand).
Note: That video above is not my video. It's some random YouTuber who played the game and posted a [terrible] video. So it's just like me posting any other website's content to support something I'm saying in here, as I do with links to IGN/Gamespot/Engadget/GoNintendo/etc. articles and videos all the time in here (and none of those other links are ever removed).
Just saying.
@Quorthon And that was kinda the point I was trying to make above, before my comment got modded: That even my simple Flappy Bird clone is better (the one I'm apparently not allowed to link you to so you know what I'm talking about).
So, personally, I expect a little bit more from him. I expect someone who's releasing a paid Flappy Bird clone on Wii U to at least do better than my own kinda p*ss-take Flappy Bird clone (which I actually think is better).
@Kirk I'ts true it was relevant to the article (kinda). It's true that it wasn't spam. But you were still advertising your own product. Which is not allowed here or may other forums.
This was originally supposed to include Pixel Slime U as well but it's not included in the final version. I guess either TD2TL didn't allow RCMADIAX to put it in his compilation or it will be in the European version of Tap Tap Arcade.
@Xilef I know—and that's what I have the beef with.
I get it's the site's rule, hence I'm not kicking up a big fuss. But I think it's a bit of a r*tarded rule, as it is being enforced on this site and many others.
It's a bit like the "no trainers" rule in a club. The idea is to avoid NEDs and/or stick to some kind of "classy" dress code—no one wants a bunch of NEDs fighting in the club or people looking like tramps or whatever. But just having trainers isn't a black & white indication of NEDism or trampiness. A multi-millionaire film star could walk up wearing $25000 trainers covered in diamonds. Does it really make sense not to let them in because of that, because they are wearing trainers? I really don't think they're going to start fighting or they're going to look like they're dressed below the standard expected of the club's clientele.
Same goes for posting links to your own work or whatever in a forum. It's not always a case that something nefarious is going on. The rule should be a guideline only, to avoid any abuse of such a system, and the modders should have enough of a clue to know when the line has been crossed and when it hasn't.
Make sense?
I mean, it's not like we live in some kind of draconian, oppressive, and dogmatic society, where there are no shades of grey at all.
Or do we. . . .
PS. "Also i woulnd't talk about effort when your game is an exact clone of another game. A game that was free, i might add."
I have a free version with Ads too, just like the original. Also, the whole point of my game was that it was a p*ss take of the idea that everyone was chucking out these Flappy Bird clones. I even had the conversation with my mate before making it, that it was a joke how simple the game was and yet the guy was basically a millionaire because of it, along with the fact that everyone else was cashing in too. And then I said I should throw my own Flappy Bird clone together in a short time to make a point. So I did. And it's still better than most other Flappy Bird clones out there, and there is a free version with Ads, just like almost every single other version.
@RCMADIAX Do you use Game Maker or something like that to make your games?
@RCMADIAX If I could be bothered I think I'd move onto one of those too. I use Game Maker for my games. It's pretty decent for 2D stuff. But if I were a better programmer and could be bothered doing so I'd def move onto something like Unity.
What I REALLY want to do is make something for VR, but I don't even have the slightest clue where to start, and sadly, I can't afford a VR developer kit or the computer required to run it anyway.
But boy do I REALLY wanna make something for VR.
If you're a half-decent coder then I think you really should jump on the VR bandwagon as soon as possible, because I'm certain it's going to be big and if you get in early you'll probably make decent money when there's not too many games to compete with. I think getting in now would be a bit like getting on the App Store in year one, and look how that worked out for a game like Doodle Jump.
Imagine if that were released on iOS or Android now. . . .
No one would give a poop.
I think you're the type of guy who would take advantage of such an opportunity to get into a new market, and I'd def suggest VR is the next market to try, if that's an option available to you.
Also, imo VR is the most exciting thing to happen to gaming in generations. I would expect any clued-in game developer to be looking at it very seriously right about now.
@Kirk Lets just agree to disagree on this one. I see where you are coming from.
@RCMADIAX While I do have an idea of testing Pixel Slime U in a compilation with Skeasy and Color Bombs, that would probably delay Pixel Slime U's EU release by alot of time.
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