
While playing Robbery Bob, I couldn’t help but think about Shaun Inman’s brilliant The Last Rocket ($1.99). Each one of these methods of avoidance are fun, if not a little frustrating the first couple times, but they show their one dimension-ness and tedium by the eighth or ninth time you employ them. The methods for avoiding detection range from mundane (hiding in a planter) to the interesting (leaving doors open to pull patrolling inhabitants off their path). Unluckily, for you they are almost all a pain to use. Luckily for Bob, there are ways to avoid these threats. “Threats" can include dogs, cameras, old ladies, other humans, and, most importantly, the police. Sneaking into a house is easy, the front door almost certainly is unlocked, and once inside Bob has to assess any potential threats to his mission (taking care to avoid them.). Sneaking around the first few houses shows off a lot of the potential for the mechanic, but the game soon devolves into a repetitive room-by-room hunt with obstacles sprinkled haphazardly around. And it is that mechanic that the game lives or, more often, dies on. There is a thin narrative wrapped around these acts, but this isn’t a game about story, it’s a game about the sneaking mechanic. Robbery Bob’s premise is simple: sneak into houses, steal items of value, leave without getting caught. Unfortunately though, those portions are few and far between, and what is in between is, well… Uninteresting. I’m not implying that that is a rarity, but you do rarely see the level of care that portions of Robbery Bob exhibits.

Robbery Bob (Free) has moments where you can tell it was designed by someone who cares.
