IGN - Run Roo Run is a classic example of an idea so obvious, it's incredible it hasn't already been done. Gamers play as Roo, a mother kangaroo out to rescue her poached joey. The adventure is spread across 420(!!) levels of 2D platforming action. The catch? Each stage takes place on a single screen, and takes just 2-3 seconds to complete. Roo runs automatically, and players simply tap the touch screen to make her jump. Twenty obstacles and gadgets are slowly introduced, including platforming standbys like dissolving platforms, oil slicks and spring boards.
A review of Run Roo Run from Michael Brown of Metro News' gaming blog, Ode to Joystick. Run Roo Run is bite-sized, single screen fun that’s all about keeping your reflexes keen and your eye on the obstacles.
Making a triple-A game for iOS means more than changing the control scheme. Developers need a whole new design mindset to really make it work.
I think this is the reason .99 games do so well on the app store. It's not that people are cheap (well, not entirely), I think it's that people realize the games might not necessarily hook them for long enough to warrant $5 or whatever.
Not saying I agree with the practice or anything, just saying it's a theory.
Slide to Play's Andrew Podolsky caught up with 5th Cell co-founder and creative director Jeremiah Slaczka at GDC 2012. "Miah" talks about 5th Cell's history, going from console development to iOS, Scribblenauts, Run Roo Run, and more. He also weighs in on who would win in a fight: Maxwell from Scribblenauts or Roo from Run Roo Run.