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Let me start with the conclusion: this game became popular purely because it accurately tapped into the early "anti-routine" dividends of the mobile Internet. At that time, everyone had just tired of playing serious puzzles, and suddenly a game was played specifically against you. The experience of "being fooled and still wanting to laugh" was really fresh.
Not much to say about the graphics, the Q version has a simple style and takes a funny route. It is not exquisite but has exaggerated expressiveness like an emoticon, which goes well with the temperament of the game. The gameplay is the core. It is not solving puzzles in essence, but "guessing how the author tricked you." Every level breaks common sense. You think you need to pull the rope, but in the end you have to press a switch; you think you need to click, but in the end you have to shake the phone. This kind of "reverse thinking" can indeed bring a short-term sense of pleasure, but the problem is that it is only a one-time surprise. Once you beat a level, it's no fun to play it a second time because you already know all the pitfalls.
In terms of krypton gold, it was zero, it was completely free. In that era, it relied on advertising and in-app purchases to make money, but at least it didn't force krypton. The social aspect is also weak. This game is essentially a one-player self-play game. At most, you can share the embarrassing results of "what level are you stuck on" with your friends. So it's rightfully popular—fresh, free, and topical.
As for why it got cold later? It's very simple, the routine has been figured out. When players get used to "pits everywhere", the pits will no longer be a surprise, but an annoyance. Moreover, this type of game lacks content support for long-term operation. There are no updated levels, no rankings, and no player interaction. Naturally, no one will mention it after it becomes popular. When you open it now, you will feel that those "holes" are like an old joke. You know where the fun is, but you can't laugh anymore.
Objective rating: 6/10. It is a qualified memory of the times, but not an excellent game. It taught the industry that "anti-routine" can attract volume, but it also proved that creativity without the support of deep gameplay will ultimately be short-lived. As a reviewer, I would rather see "cheating" become a seasoning rather than the main course.