This game has 2 reported Temporal Dark Patterns. There are 48 votes indicating the absence of a dark pattern.
This game has 0 reported Monetary Dark Patterns. There are 77 votes indicating the absence of a dark pattern.
This game has 2 reported Social Dark Patterns. There are 47 votes indicating the absence of a dark pattern.
This game has 5 reported Psychological Dark Patterns. There are 42 votes indicating the absence of a dark pattern.
|iOS:||(5.00) with 17,933 votes.|
|Google Play:||(4.79) with 20,759 votes.|
Okay, by definition, each level is never-ending. The "game over" condition for Normal and Extreme mode is that your train system gets over-loaded. Honestly, the endlessness is part of the appeal: even after you "lose" a level, the game gives you the option to continue playing in Easy or Creative mode (neither of which have "game over" conditions — you just play until you don't feel like it).
Each level has two challenges associated with it. The first challenge is a low bar, and unlocks further levels once complete. The second challenge is usually much more difficult, and unlocks the Extreme mode for that level. Honestly, the additional challenges add some interesting structure to an endless-style game.
Strictly speaking, there is a leaderboard feature. It is unobtrusive (you have to click on an icon to view the board) and it has absolutely no effect on the game whatsoever.
Each level has two achievements you can try and get. Honestly, this makes the game more fun because it is a way to challenge yourself and works against the Infinite Treadmill effect.
There is a leaderboard of high-scorers.
DP: [Local scores] Players have scores for all maps of their best plays. I consider this pattern to be healthy use.
DP: [Achievements] Players can obtain achievements for all maps, and is required to unlock Extreme mode. I consider this to be slightly unhealthy use.