“Bit Blaster”: basic, but patchwork nonetheless

Bit+Blaster%3A+basic%2C+but+patchwork+nonetheless

By Colin Haroutunian, Intern

In the allure of clearing the way to the top of the leaderboard, arcade games are known for their replay ability. Repetition of levels is prevalent in this draw, a design concept treated no differently in “Bit Blaster”. In the hopes of bringing arcade-like features to the mobile environment, the game has few adjustments to the modern age, partially living in the past.

At the surface, the premise of the game is clear: evade oncoming foes, and in the meantime, bolster one’s score. Health is limited to the rocket receiving a certain amount of damage, and is non-regenerative. Inclusion of these core components pull from the arcade style, such as the game “Asteroid”, straying little from these designs.

Unlike older arcade games, one major adaptation of “Bit Blaster” is via its constant fire, rather than a button press per shot. Since there aren’t any buttons, players can focus more on the movement of the rocket, and so the game has improved fluidity.

As with many mobile games, the presence of advertisements is sure to seep into design. The placement of ads is awfully awkward, with a banner at the bottom of the screen, disrupting how the phone is held. After playing rounds, an advertisement may obtrusively cover the entire screen until closed once a certain amount of time has passed. The developer does have a “no ads” feature available, locked away behind a paywall, of course.

Outside of a customization shop and the numerous advertisements, the game lacks any major specialties, and isn’t necessarily a stand-out display. Adding a constantly decreasing ammo supply adds depth, creating a lackluster form of resource management, yet it isn’t enough to draw players in. Simply put, the game has a cookie-cutter design, relying heavily upon besting previous high scores.

By no means is “Bit Blaster” a poor game, for its simplicity and practically abysmal learning curve may be refreshing for those playing in short bursts of time, or fatigued from linear progression. It is, however, a bland concept to experience, avoiding any notable innovation, merely a compilation of aspects from arcade era games.