Hi! I'm looking for beta testers to help final balancing of OCO - a one-touch puzzle platformer for iOS and Android. It's due for release on 4th April so it's in the final stages of development. I mainly need help with the following: - Identifying difficulty spikes in level difficulty throughout worlds and game progression - Identifying any bugs or confusing UI/UX And if you like making levels it would be great to get some feedback on the level editor. If you'd like to help you can download the latest beta from here TESTING HAS NOW FINISHED! Email me (Philip) with any feedback/thoughts etc [email protected] Thanks in advance! Here's some info about the game: (more info can be found here http://oco-game.com/press_kit/) “OCO is an exceptionally clever one-touch puzzler-platformer” Craig Chapple, Pocket Gamer Immerse yourself in the beautiful audio-visual world of OCO. Use simple one-touch controls to launch, rush, crash, glide, warp, and hang as you solve 135 hand-crafted puzzles. Create and share your own designs using the built-in editor and explore hundreds of user-generated levels online. FEATURES • Simple one-touch controls • Complex challenging puzzles • 135 unique levels • Beautiful minimal design • Procedurally-generated soundtrack for every level • Built-in editor • Online community • Challenge friends to complete your levels • Hundreds of user-generated levels • Daily challenges • ‘Perfect solution’ challenges for all levels AWARDS • Runner-up ‘Big Indie Pitch’, Develop, Brighton, 2018 • Finalist ‘Very Big Indie Pitch’ Pocket Gamer Connects, London, 2017
Downloaded this and really like the clean art style and gameplay. Good game. Now anxious for the release Ps: in my taste some levels should be faster, also I had to uninstall and reinstall the game and all the progress was gone, any chance of adding backup if the game is uninstalled so that no levels have to be played again?
The music and the game is really beautiful, and the sound feedback is really nice! Even though sometimes found it would be a bit small for players, but having an overall vision of the levels feels great!
Thanks for the feedback. The levels do get faster from World 2 when the 'rush' mechanic is introduced. The whole game used to be faster but lots of players found it too fast, so this is hopefully a happy middle ground. I will be adding the ability to save progress externally but not before release unfortunately.
Can someone make a thread on the released forum, this game is amazing, it reminds me of Bobbing a game out of 2013.