I really, really wanted to love Goji Play. As a concept, it's awesome. But in practice...let's just say it needs some work.
At the moment, Goji Play feels as if it's still in production. It has many parts, and they seem disjointed — the controllers have no power buttons, but the activity tracker does; the controllers take AAA batteries, while the activity tracker is rechargeable; the Bluetooth connection is shaky, and sometimes the activity tracker won't connect to your iOS device without an Internet connection.
The apps are also disjointed — each game has a different feel, and while the main Goji Play app tries to tie them together, getting back to that app can be difficult thanks to occasional Bluetooth drops and difficult controls (to get to the main menu, you press all four buttons on the controllers...but that doesn't always work). For $99, I expect a smoother overall process.
While most of the games could use some work, I really enjoyed Smash the Blocks. In fact, if Smash the Blocks was the only game on Goji Play, that would be fine (though, again, I don't think I'd drop $99 for it). The other games had me heading outside the Goji Play sphere to surf the Web and play Zookeeper Battle. But the company says it will continue to work with third-party developers to release more games after launch, including premium paid titles.
I still hate cardio, but I hate it a little less with Goji Play. And I'll hate it even less if Blue Goji comes out with a smoother, less buggy Goji Play 2.0 in the near future.
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