Hocus is a very simple puzzle game in nature where you swipe around to move a cube on a bizzare shape, usually involving many layers of optical illusions. That's the only mechanic of the game and it's used pretty well. Moving your cube around, you get on other sides of the shape in a way that sometimes feels a bit difficult to predict and therefore can also get a bit frustrating. I didn't completely finish the game, but that's because the later levels are user-submitted, and I thought I had quite enough of it yet.

Hocus is a very simple game, all you do is swipe and move your cube around. The swiping controls didn't work great 100% of the time for me. You can also tap places to make the shape move, but that also wasn't super responsive. To make the game control a bit better, I wish that when you dragged/swiped around they'd show more info on the circle at the top of the screen where you were going so you knew if your swipe/drag was being registered. It added a layer of small frustrations on top of the game that I didn't need and it took away from the experience. 

The starting levels were simple and straightforward enough and shown the mechanics in their entirety. If your cube 'seems' to stick to some surface while moving, it does, even if it wouldn't make sense. I kinda had problems managing this in the later levels, I could see where I needed to go, but I couldn't figure out for the life of me what the path was. Since there is no randomness and only a finite number of good answers, it seems that this should've been more obvious, but sometimes it wasn't. I can't blame the game for that, since it was a shortcoming of my own.

That being said, I wish there had been more mechanics in the game, they could've added a bunch more levels with them and it would've mixed things up. Stuff like warps, moving platforms and other obstacles would've gone a long way and still would've worked with the "puzzle-first" nature of this game. I still had fun with it, getting to the end of the levels the designers had created, but I couldn't get into the user generated content for some reason. Maybe because it felt like I could've gone and played these levels forever, since users are very prolific in their sheer numbers.

AuthorJérémie Tessier