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OKORI — Thirty trials, each with a different law of the jungle

Memory, fire, weight, light, echoes and fear — one rule per arena

LogicDifficulty: Hard20-40 minDesktop & mobile

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What is OKORI — Thirty trials, each with a different law of the jungle

OKORI is thirty puzzle arenas with an action game holding them together. Each trial is a circular clearing with one idea in it, and you do not get to bring the previous idea with you. In one, you push a stone orb into a carved hollow. In another the walls forbid pushing and you have to strike the orb to launch it. Elsewhere you light four braziers before the first one dies, walk behind a wisp to herd it gently into its pen, turn mirrors to guide a beam of dawn light, lay stones on scales until both sides balance, or stand still while statues that only move when unseen creep towards you.

The action layer is deliberately thin. You move, you attack — which also launches orbs, turns mirrors and spins rings backwards — you dash for a moment of invincibility, and you interact. Beasts exist to make you solve under pressure rather than to be fought for their own sake, and dying restarts the trial rather than the run. Your level, experience and hunt tally travel with you across all thirty trials, and the portal only opens when the trial's own rule is satisfied. Each trial tells you its rule in one line before you start; reading it is not optional.

How to play

  1. Move with WASD or the arrows. Attack with J, Space or a click: the same action launches orbs, turns mirrors and rotates rings in the opposite direction.
  2. Dash with Shift for a brief moment of invincibility. A carried flame burns down more slowly while you are dashing, which is the intended way to cross a long torch trial.
  3. Press E to interact with totems, braziers, mirrors, rings, runes, seals and stones. Interact and attack do different things to the same object, and several trials depend on the difference.
  4. Read the one-line hint at the top before you move. Each of the thirty trials runs on a different rule, and the hint is the only place the rule is stated.

Strategies that work

  • On the chain-fire trial, order is everything. Fire leaps to nearby braziers but every flame dies on its own clock, so lighting the brazier nearest the middle first usually spreads to the most neighbours. Count the distances before you light anything, because a chain started in the wrong corner cannot be rescued.
  • The Watchers only move when unseen, so face them and back away rather than turning to run. Walking backwards is slower than walking forwards, but it is infinitely faster than turning round, and the trial is timed against your nerve rather than your speed.
  • On the echo trial, record the echo where the second seal is, not where you are standing. Your recorded self repeats your path exactly, so the useful recording is a walk that ends on the plate — set the rune, walk to the seal, and then go and stand on the other one yourself.
  • The mirror trials punish over-adjustment. Attack rotates a mirror backwards and E rotates it forwards, which means any mirror is at most two inputs from any facing. If you find yourself cycling a mirror three or four times, you are using the wrong key.
  • Time is the only thing worth optimising. Each trial pays three hundred points plus a bonus of up to three hundred that drops six points per second, and the final tally adds fifteen hundred. Killing beasts pays nothing towards the score, so fight only what stands between you and the rule.

A little history

The one-rule arena is an old and very efficient way to build a puzzle game: instead of teaching a system and then complicating it, you teach thirty small systems and never repeat one. It works because a player who is stuck on trial nineteen is stuck on exactly one idea, and because no trial can be trivialised by a skill learned in another. The cost is that every arena has to explain itself in a single line, and OKORI leans hard on that constraint — the hint at the top of the screen is not flavour text, it is the rulebook. Putting an action layer around it is what stops the thirty arenas feeling like thirty menus: you solve with your hands rather than with a mouse pointer. In the daily challenge, each trial's layout is generated from the day's date.

Frequently asked questions

What happens when I die?

The trial restarts. You keep your level, your experience and your hunt tally, and the only thing lost is the time spent, which reduces that trial's time bonus. A run only ends when you pass the thirtieth trial.

Can I choose which trial to play?

Yes. The Trials screen lists every trial you have reached and lets you jump to it. A run started from trial twenty scores only what you earn from twenty onwards, so leaderboard runs start at one.

Does it work on a phone?

Yes. There is a virtual stick on the left and buttons for attack, dash and interact on the right, sized for a thumb, and every trial is solvable with them.

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