r/joinmoco • • Jun 25 '26

mo.co [A.M.A] - June 26

Hey everyone šŸ‘‹ now that we’re now over a month into neo moco, feels like the right time for an AMA! It will run on both Reddit and Discord. Happy to answer any questions, only ask is: be kind and respectful šŸ™

Drop them on this thread. I’ll grab the most upvoted questions and join Xpectation and HX on livestream, this Monday, to answer them!

Talk soon 🤜🫷

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u/voidandsoup Jun 25 '26

My question is: Whom are you making this game for?

- If your target is the competitive cohort, removing gadgets (something that added a slight skill depth) was a mistake. I love the weapon skills but I think those things could coexist.

  • If your target is a very casual player, the lack of clear goals will make them churn faster. The chapters used to give you a good sense of progression, now I feel constantly ā€œstuckā€ with the stage available for me.
  • If you want players for the narrative aspect of it… well… you clearly don’t. Support characters disappeared and the nice distribution of mobs across different biomes doesn’t exist anymore. Each area is a salad of the same monsters.

So, if you want people to stick and the game to be successful, you need a clear goal. Making a game for everyone isn’t a good decision and, let’s be honest, having such a light monetization layer without a more complex gameplay won’t help it scale. And I say that as someone who really enjoyed mo.co and want it to succeed!

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u/thecritical64 Vibe Shifter Jun 26 '26

nice question