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Review: Doodle Jump for Kinect – Falling with Style

Written by Adam Shear

Being successful on the iOS App Store is a rare feat.  One of the first games to suck millions of hours out of millions of iPhone owners was Doodle Jump.  The addicting motion controlled game finally made its way to the TV where players can now control their Doodler with their own body in Doodle Jump for Kinect.

While the gameplay of Doodle Jump for Kinect is similar to its mobile counterpart, there are a few key differences.  The first is that the goal is no longer to survive while jumping on an infinite amount of platforms.  Levels now have a finite finish and it is up to players to make it to the end while racking up as many points as possible.  Points can be achieved by collecting special coins, defeating enemies, and completing each level as fast as possible.  There are thirty levels in all, but most of these levels are more or less the same with only three areas to play in (about 10 levels in each area).

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While there may be a lack in variety, the game’s controls actually work quite well so long as you have enough room to play.  I am very happy to say that the Doodler jumps automatically.  To move the Doodler, you step to your left or right.  Leaning also works too when making more precise movements with your character.  Firing “bullets” at enemies is done by moving your hand in the direction you want to shoot.  I had very few problems with these controls and actually enjoyed playing this way.  Power ups such as the trampoline, wings, or bombs are controlled by cute gestures such as flapping or clapping your hands.  Again, I had no issues with the power-ups.

With the controls for the game working well, I really wanted to like Doodle Jump for Kinect, especially considering its cheap price of 400 Microsoft Points.  The problem with the game is that because there is no infinite mode, the staple of the mobile version, or multiplayer, the 30 levels with barely any variety get boring fast.  Not only that, but levels are extremely long.  A seven minute level could feel like a 30 minute gameplay session after repeatedly falling again and again.  There is a checkpoint system in each level, but that still doesn’t help make things better.  Even in its early stages, the levels can get very difficult, so finishing every level takes a ridiculous amount of patience.

With difficult, long, and boring levels, Doodle Jump for Kinect is nothing but an awesome concept that has been executed poorly.  If an infinite mode were to be added via an update, I would probably go back recommend the game.  For now though, even at $5, it’s very hard to recommend Doodle Jump for Kinect.

[button color=”orange” link=””]Approach with Caution[/button]Approach with Caution: A game given the “Approach with Caution” rating is one that may have several severe problems. While the game may be very fun and worth checking out, it is far from perfect and might not be right for you. These games can be enjoyable, but have some issues holding them back. Example: Sim City, StarDrive

About the author

Adam Shear

Contributing Writer. @AdamShear. When he's not spending his hours working in the TV industry, he's spending his time playing video games and thinking about them.

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