AATG:
"It might not have buckets of long-term appeal and repetition does set in a bit quickly in some modes, but then it was probably never designed to be something you'd spend months on. The awards feature gives it a shot in the arm longevity wise if you try to nail them all, and if your other half is anything like mine, one whiff of a puzzle game and you've lost your 360 for the evening. For 200 points (a shade over £1.70) you could do a lot worse than spend a few hours smashing atoms so give the demo a try at the very least."
In these hard economic times I am sure most people out there are trying to save some money and spend a little less.
It might not have buckets of long-term appeal and repetition does set in a bit quickly in some modes, but then it was probably never designed to be something you'd spend months on. The awards feature gives it a shot in the arm longevity wise if you try to nail them all, and if your other half is anything like mine, one whiff of a puzzle game and you've lost your 360 for the evening. For 200 points (a shade over £1.70) you could do a lot worse than spend a few hours smashing atoms so give the demo a try at the very least.
Developing games for the 360's XNA community must be a tricky prospect at the best of times. Do you choose to build something crazily ambitious in the hope that people will be wowed by your crazy visuals and box art? Or do you play it subtle and go for simplicity?