However, if you're looking for solid mechanics and a quirky aesthetic, you've come to the right place.
WHY RUN IN CROWD IS DIFFERENT FROM -- AND BETTER THAN -- FLAPPY BIRD
Run in Crowd sets itself apart from the prosaic Flappy Bird most notably through it’s art design, fluctuating difficulty, and Zen-like soundtrack.
Players control an endearing cyclopean blockhead who, for no immediately discernible reason, has been tasked with walking, then trotting, then running along while vaulting gaping chasms of certain, impenetrable doom on the way to some indiscernible end. It's all silly and quite banal, but refreshingly engaging.
The mechanic here is a simple finger tap of the screen. But, depending on the pressure and length of your pressing, one that informs myriad jumping possibilities, from the hang-glide jump to the ubiquitous double-jump. It all adds a bit of strategy to an otherwise simple mechanic.
Overall, the goal is to, as much as your determination can muster, reach the greatest distance of a seemingly interminable marathon. And while you're competing with other players, you're truly competing against yourself, against that sub-par performance so lackadaisically done on your last hearty go.
It's meta; it's competitive; it's addicting.
And it keeps things enticing and interesting by adding these other players, these cadres of squished together runners, alongside varying jump distances and frenetic speed; the farther into the madness one runs, the faster things become, the more unbearably devastating each chasm and precipice becomes.
What hooks you about Run in Crowd -- outside of the obvious OCD-ness of time-trialed leaderboards -- is most readily the game's quirky customization that allows for the donning of Spartan helmets, bagpipes, or other silly attire. In this regard, it's reminiscent of Little Big Planet, which is mostly endearing, depending on you're love (or loathe) of LPB.
What's more, Run in Crowd's uniquely charming artwork of both the character models and backgrounds captures the eye and immediately harkens to titles such as Pixel Junk Monsters, Limbo, and Naught.
And at last, the music truly caps off a memorably delightful experience; nearly Zen in its composition, Run in Crowd's simplistic score captures the player and focuses him on play. It never distracts, never overbears. It's a constant in a world of transience.
MAKING THE JUMP: AND LANDING ON IT'S OWN TWO FEET
Run in Crowd doesn't boast to be more than it is, a transient game of temporary engagement. But at that, it shines.
Of course, it's luster begins to fade if you spend more than a constant 10 to 12 minutes within its world. But again, that's not what Run in Crowd is built for.
It's built for the morning commuter, the waiting room gamer, or the high score grabber. If you're any of these, I highly recommend this unique and endearing experience.