Apr 30, 2016
Iâ€™ve been playing Android games long enough now that Iâ€™ve run into a fair few â€˜clickerâ€™ games in my time. Itâ€™s always difficult to stand out in an over-crowded genre, but Groove Planet has got a unique angle. Itâ€™s a â€˜clickerâ€™ enfused with a music twist where you have to click in time to the beat. Could we call it a ‘beater’? No – better not.
The idea is that youâ€™re mayor of an extraterrestrial planet. Youâ€™re tasked with making and spending â€˜beatsâ€™ – which is basically money. Using your beats you build musically themed building – recording studios, radio towers, for example. These buildings earn you money without needing to tap and from there itâ€™s pretty much like every other â€˜clickerâ€™ – watch the number grow, buy buildings to make the numbers grow quicker.
What you can do is tap alone in time to a beat. Tapping in time to a beat will grant you a bonus that soon multiplies in size. The reward is substantial and well worth doing. The problem is that this is just one of many extremely generous ways that the game increases your income, soon making progress trivial.
For example – during your time with the game there are missions you can complete. These are often very easy, such as tapping 200 times or earning a certain amount of money. Completing these missions grants all of your buildings a permanent buff, often 250x production, sometimes even 500x production.
Thereâ€™s also â€˜chancesâ€™ that appear very often. â€˜Chancesâ€™ see you presented with 3 albums. You donâ€™t know what the album will do and there is a chance (hence the name) that the result will be negative. However, receiving a positive result gives you huge buffs, which watching an advert can make even bigger and any negative results can be ignored by spending the gameâ€™s premium currency or, again, watching an advert.
This means that you may be working towards one goal, say building a new giant microphone, and itâ€™ll seem like a real challenge. However, if you hit a couple of missions, get a good â€˜chanceâ€™ result and tap to the beat a few times and youâ€™ll be seeing your bank balance where it needs to be in no time.
This goes against what a clicker should be, as they need to reward patience and time spent not â€˜onâ€™ the app but at least with it installed and you checking in regularly. Having the rewards dished out so easily means it fails as a clicker in that regard but the game also fails in another regard. Thereâ€™s no incentive to leave it running and to keep returning to it.
You see, most clickers are all about setting up a better production line of money and leaving it to get on with it so you can come back to the game in a few hours or days and reap the rewards. Groove Planet doesnâ€™t reward you for leaving the game alone.
Another problem is that Groove Planet has you construct a specific building which is responsible for collecting money in your absence. The issue here is that the sums of money this building can hold are so small, theyâ€™re insignificant and yet to level-up this building soon becomes too expensive and a waste of money.
This means that Groove Planet is a clicker where you very quickly unlock everything and are offered no incentive to ever leave the game alone let alone return to it. What should be enjoyable, opening up the app and seeing what you can spend your money on, is instead an anti-climax.
Groove Planet is a â€˜clickerâ€™ that actually wants you to play it – which is exactly what a clicker shouldnâ€™t demand. Why shouldnâ€™t they demand this? Because actually playing a clicker is just clicking! By demanding your full attention you soon come to realise what a pointless and boring thing it is, to click on a screen mindlessly.
A shame really as Groove Planet looks nice enough and itâ€™s neat idea, being able to play your own tunes and tap along to their beat. The problem is this is a game that should be much more passive but wants far too much attention.