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Run, consumer, run… away from this quickly-repetitive and shallow title that would feel limited even on your phone
Don’t get me wrong, putting constraints on great developers, like a one-button control scheme, can absolutely yield dividends. Even though the likes of Switch 'N' Shoot and Ding Dong XL, among others, more than prove that being limited to a single button doesn’t assure a lack of compelling play, they’re also sadly more the exception than the rule. Too often, it feels like rather than seeing limited controls as a challenge to be conquered, they see it as a convenient excuse for what ends up being disappointingly limited and flat play. Unfortunately then, you can likely guess where things are headed in the case of Run, Sandwich, Run based on this analysis.I suppose it isn’t a surprise that the crux of the action here is having different elements that can make a sandwich jump through a small gauntlet of obstacles and traps. Starting as a slice of bread, you’ll be trying to jump over pats of butter, cutting boards with knives, sinks, and sometimes just gaps between countertops. From there, you’ll be tackling the same track with each successive element, initially just throwing on some meat and another slice of bread, but with more elements being added over time as you clear levels.The problem? Very quickly there’s just nowhere for this game to go. It’s bad enough that the action is so utterly limited in its scope and excitement, but the fact that on each stage you’ll have to repeat the same course for each element on its own quickly makes this a snore. With a very limited evolution in challenge or anything to make this interesting as you progress, and only a paltry handful of hats that you can slap on your food to try to make things more “fun”, it’s hard not to see this as an extremely low-effort affair. I think most people would delete it from their phone after only a run or two even if it were free, but in this case you’re expected to pay for it.
Justin Nation, Score:Avoid [3.8]