Rayman Fiesta Run was the Free App on the App Store last week. I played it back when it was originally released in 2013, but the feature spurred me to download it again.
I forgot how good this game is.
Mobile games have severe input limitations for platformers. Some games, like the League of Evil series, utilize a virtual D-Pad and A/B buttons to emulate the experience the gamer has historically had on consoles. Rayman Fiesta Run goes a different route. Instead of a D-pad, the game borrows from endless runner--Rayman runs automatically, and the player just needs to know when to jump.
This sounds boring at first, but the levels are so varied that the mechanic never really gets stale. Aside from the "don't die and get through the level" objective native to most games, the player is also challenged to collect "Lums," which are some sort of sprite or something. (I was a Mario and Sonic kid so I don't know this stuff, and I haven't bothered to look it up on Wikipedia.)
Collecting Lums is difficult because you have to follow a very precise path through the level (jumping exactly so and exactly when) to collect all 100 found in each level. Getting all 100 not only awards you a crown (yay, achievement!), but unlocks a more difficult version of the same level (yay, new challenges!).
As the game progresses, you unlock newer abilities for Rayman (there are other playable characters as well if you're into that sort of thing): a punching mechanic, a gliding mechanic, and the ability to run on walls. The other trappings of mobile games are there, too, including power-ups for in-game credits.
The levels are impeccably designed. Most levels take only 30 seconds or so to complete on a clean run w/ no injuries. But on many levels you'll be starting over and over, if not because you keep dying, then because you didn't collect all those stupid happy Lum things.
I can't think of any other platformer that removes so much agency from a player. I mean, you can't control when and how you run, and that's a huge part of platformers. The game is ultimately about timing and rhythm, although the rhythm isn't to a song but to the level design itself.
Jump now, jump again, punch, glide, run, jump,
It turns out it's really, really fun to just jump around.