Tap, swipe and hold to guide Flip, The Last Rocket, through 64 rooms of spikes, fans, mines, flamejets and more. Collect all the scattered Memory Gears to help AMI, the onboard Autonomous Mechanical Intelligence, escape before the ship falls into a star! Featuring 8-bit graphics, 12 original chiptunes, multiple endings and challenging achievements.
“The Last Rocket deserves a spot in every iOS gamer’s library.” —148Apps
“The Last Rocket conjures the Game Boy Color’s pixilation and cartoonish charms with the skill of a practiced understudy.” —Edge Magazine
“It’s almost worth it for the art style alone, but fortunately there’s a smart, well-designed puzzle game coated in that sharp aesthetic.” —Kotaku
“The Last Rocket will try your reflexes and test your wits, at the same time it steals your heart, girds your determination, and forces you to become a better player.”
–Pocketful of Megabytes
“Retro visuals have become such a staple they're beginning to feel like they're modern again, but Shaun Inman's The Last Rocket proves it's not just about the look, it's about the entire aesthetic of the game, from the simple and easy to pick up gameplay to the sounds coming out it — retro is a design principle, not just a pair of pixilated pants.” —Touch Arcade
“The Last Rocket is a charming distraction with a wonderful retro-chic art style.” —Pocket Gamer
“The game really shines in its later stages, when players must combine both brains and fast fingers.” —IGN
“It’s like a Game Boy Advance gem you just discovered.” —Adam “Atomic” Saltsman, Creator of Canabalt
ROCKET OUT TO THE SOUNDTRACK
Ratings and Reviews
Played Several Times
Played through this game several times and I absolutely love it! Great visuals, cute little story, has lots of replayability. Not sure why others are complaining about the controls, I found them really nice. Very recommended!
Retro beauty with enjoyable puzzles
(Pros and cons at the bottom. Reviewed on an iPhone 5).
The Last Rocket is a short but fun arcade-puzzle game, definitely worth the price of admission.
Each level tasks you with flying Flip around a one-screen stage, collecting gears and trying to make it to the exit platform. Along the way, there are little computer terminals to provide tips and a bit of story, and there are many hidden gears to try to find, which can add to replay value quite a bit.
The gameplay is straightforward and slowly becomes more complex by the end of the game (nothing ridiculous, though) and the puzzles are great and satisfying to figure out. The controls occasionally feel unresponsive (timing is often quite important), partially because of how fast Flip moves mixed with a lack of supporting the iPhone 5's full screen. However, no big deal and I was able to complete the game by making sure I kept my fingers toward the center of the screen.
+Charming graphics and character designs. Flip's design is super cute!
+Fun and satisfying level progression
+Replay value thanks to hidden gears to collect, which also adds some nice challenge
-Not optimized for iPhone 5's full screen
-Sometimes it feels like Flip is moving a bit too fast in some stages where timing is vital
If you are looking for a cute and sometimes challenging arcade-puzzle game, don't hesitate to get this one.
Boring level design
Interesting system, and very polished, but this kind of game hinges entirely on the level design, and this is just not very compelling. Difficulty fluctuates wildly. Hidden objects seem randomly placed. No apparent indication of missing something until you've beaten the game, which I became bored before I did.
The designer wrote a very thoughtful post about touch controls, which was what prompted me to buy the game, but it seems like he had some weird priorities. Particularly, the *most* time-sensitive action in the game is turning around in midair, eg when a vent flings you the wrong way towards some spikes. For some reason, he decided that this action should be done on *release*, rather than touch, just so that it can be overloaded with another action: ducking as soon as you land. This is so rarely a need, whereas turning around in midair is necessary in nearly every level. Sorry to harp on this so much, but putting a critical action on release is just such a fundamental design error.
The author is clearly good at some things, but I can only assume he's fairly new to game design. Hopefully he'll learn and get better.
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