The Gameplay is not the Core Product of Alto's Adventure
For me personally, the core product of Alto's Adventure is the detail put inside the gameplay. That's the reason why if you only look at the screenshot and the trailer, most likely you won't be able to grasp the true beauty of this game. You have to get your hands in the game, put your headphone/earphone/whatever phone you have, close to your ear, put your phone close to your eye. Then you know, the more you play, the more beauty of Alto's Adventure you can experience.
I'm not exaggerating here. Let's talk about the controls first. Based on his interviews with wired.com, Ryan Cash stated, "We thought that Tiny Wings had done something really special, and we learned from its simplicity that by limiting the complexity of a game’s controls, you can actually enhance the overall experience". This is why just like many of Snowman's apps that prioritise user experience, the game's controls keep things as simple as possible. You need to just use one finger to play the game, tap the screen to jump, tap and hold to back flip, and other detail things are automatically done by the game. To even simplify it, Alto's Adventure even put a tutorial to teach you how to snowboard.
The controls however, is only the supporting cast. The next awesome things in Alto's Adventure is the graphics. For this, most people should've agreed with me. Just by watching the gameplay trailer, people should've known the graphics quality of the game. Some critical people might think that "well, it's just the graphics that look pretty" or "it's somewhat similar to Monument Valley". Nope, the game is way more than only beautiful graphics. It has this so-called dynamic lighting and weather effects features that make your downhill snowboarding journey feels more realistic.
These two features then combined with procedurally generated terrain as you play, creating an amazing experience. For instance, I would be able to see my snowboarder as well as the surroundings (forest, village, rocks) that I'm passing through during the day, but after a while, the sun starting to sets and I won't be able to clearly see my surroundings anymore. Then, as the time goes, the night gets even darker, and now I can see shooting stars, lanterns, even fireflies glittering in the dark forest. There're also conditions when the rain is pouring and lightning that strikes hard. Or perhaps, when it's snowing, the surrounding won't be as clear when the sun shines bright. All these details not just for beautify purpose, but to leverage the overall experience and feeling of the players.
“We wanted to try and create a living, breathing environment for Alto to inhabit. That the game and its characters could be just a small part of a much larger world, with its own history and culture.”