
TouchGen: If you frequent Touchgen you have likely read one of my rants against the freemium system, or the abuse of in app purchases within paid games. I typically mention that these games should create compelling content to charge for as opposed to placing countless walls within the game that can only be scaled with the assistance of paid in-game currency. Kumo Lumo doesn’t do freemium the way I urge developers to, but it doesn’t do it the traditional way either. Kumo Lumo does freemium wrong in a way that perplexes me.
AppSpy: Kumo Lumo may be a gorgeous game with a unique premise, but the slow pacing and always looming 'shop' detract from the game's otherwise friendly, air of casualness.

Chris Buffa (Modojo): Here we are, the best iOS games of the year. We started with a list of 200, whittled that down to about 100, then the gloves came off, as we fought to include certain titles and said painful goodbyes to others. The result is a snapshot of 2012, the 50 iPhone and iPad games that stood out the most. That said, join us each day as we make the countdown. On that note, it's time for games 50-41.

STP: Kumo Lumo is a strange, unique style of game with a distinctly Japanese feel to it-- the same sort of bizarre creativity which gave us so many classics such as Pac-Man or Katamari Damacy. This makes it all the more surprising to learn that the game is actually not the product of Japanese developers, but rather those from the United Kingdom.