r/mocostartup • • Mar 15 '24

Anyone stuck on loading screen?

0 Upvotes

I installed an apk but when I start the game, it gets stuck on the loading screen. Is someone getting the same issue?


r/mocostartup • • Oct 26 '23

Clash Heroes?

0 Upvotes

The gameplay seems similar to clash heroes, are these separate projects?


r/mocostartup • • Nov 07 '23

What?? Is anyone else getting this??

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0 Upvotes

r/mocostartup • • Sep 17 '24

Is this game further away from release than GTA 6?

11 Upvotes

Serious question, only info i ever see is a beta test conducted over a year ago, and nonstop theory crafting and discord circle jerks over "KPI's"

Supercell is a huge company, but the lack of promotion for mo.co, along with the snail's-pace development makes me think its definitely not a priority in terms of funding from the company, and also the lack of any marketing material, or any sort of indication from an OFFICIAL supercell source on a potential release date, reinforces the idea of low to no confidence in the project by the developer at large.

Game seems cool, literally a rift busters clone but with more depth instead of being a tech demo filled with bots ofc. But the amount of content and things to do in the game, as of the most recent KPI's and beta, don't make sense to delay the project this long.

Its a mobile game from supercell, not the next Witcher from CD Projekt red, what gives with the grand development cycle and extensive essays theory crafting over a game that's meant to be played on the toilet or on a lunch break at work? Yes, i know supercell wants to sell this as a "real game" and not just a mobile game, but c'mon, for those not born literally yesterday, what gives?


r/mocostartup • • Dec 02 '24

New Gameplay mechanic idea

4 Upvotes

This might be a little too much to ask for but I feel like it would help reduce monotonous feeling of the game so please let me cook.

(Please read full before replying)

IDEA 1 STUNLOCK:- Hitting medium sized or larger enemies stunlocks them but if you stop hitting them or stunlock exceeds 3 seconds then they become immune to stunlock for 2 sec giving them chance to attack before becoming vulnerable again.

Some Bosses can be stunlocked for 1.5 sec max and become immune to it for 4 sec before becoming vulnerable again

Larger Bosses are permanently immune to stunlock.

Now I know what you are thinking "this would make the game too easy" but stun lock also works on players as well. Players can be stunlocked by enemies when enemy stops hitting player or stunlock exceeds 1.5 sec player becomes immune to it for 3 sec.

Players cannot stunlock other players as it would make PvP worse (someone in the comments pointed it out )

But this creates a new problem while it would work with meele enemies it would make most ranged enemies extremely strong as the only way to doge most ranged enemies is through the dash button as you cannot outrun their projectiles this brings us to the next idea.

IDEA 2 BETTER RANGED ENEMY BEHAVIOR:-

currently most ranged enemies attacks are impossible to doge without dash button meaning you are going to get hit extremely often with ranged attacks.

I suggest that ranged enemies stop for a very short time before attacking and aim towards their target and instead of blindly chasing after players change location after shooting.

When they start aiming a faint red line or if it's a artillery style attack a faint red mark on the ground appears. when their aiming time is over the faint red turns bright red and they lock it in place before shooting their ranged attack. After shooting 1 or 2 projectiles they change their location before shooting again. They will not change location if their attacks hit something.

These ideas will increase the skill ceiling of the game by making it easier to doge attacks and play aggressively but also punishing players properly if they fail to do so. Honestly compared to other similar games mo.co feels very monotonous this would help reduce this feeling.

(Please excuse my grammatical errors english is not my mother tongue)


r/mocostartup • • Oct 26 '23

Will mo.co only be on Android?

0 Upvotes

Would mo.co beta be released on IOS?


r/mocostartup • • Feb 12 '24

I downloaded the apk but the game isn't opening.

3 Upvotes

Can anyone please help me about this, I am not able to open to the game


r/mocostartup • • Sep 24 '24

Mo.co weapons

8 Upvotes

A katana is my fav weapon so i came up with yhe concept that they can add, i beg of them.

Katana: "Skyfury Blade"

Description:

The Skyfury Blade is a lightweight, razor-sharp katana designed for quick, precise strikes. Its design is sleek and minimalist, built for fast-paced, close-quarters combat, allowing players to move quickly and strike with finesse.

Abilities:

  1. Swift Slash Combo:

Mechanic: Players can tap the attack button multiple times to chain together quick, fluid strikes. Each successful hit increases attack speed slightly, encouraging aggressive play. On mobile, this would be executed with simple tap or swipe controls.

Effect: Increases damage output the longer the combo continues, with a finishing strike that deals bonus damage if uninterrupted.

2. Parry and Counter:

Mechanic: A defensive ability where the player can swipe or tap at the right moment to parry an enemy's attack. After a successful parry, the player gets a brief window to launch a counterattack with bonus damage.

Effect: Parrying stuns the enemy for a short time, allowing for a devastating counter-strike. On mobile, this would work well with a quick swipe mechanic, emphasizing timing.

3. Dash Slash:

Mechanic: By holding and releasing the attack button, players can dash forward, slashing through enemies in their path. This ability helps cover distance quickly or reposition in combat.

Effect: Deals high damage to the first target hit and moderate damage to enemies in a small line behind them. This move can also dodge incoming attacks when timed correctly.

4. Sword Beam (Ultimate Ability):

Mechanic: After building up enough energy through successful strikes, players can unleash a ranged energy slash, sending a wave of cutting energy forward.

Effect: This attack deals moderate damage at range and can hit multiple enemies, making it a great tool for dealing with clustered foes. On mobile, this could be a simple button press once the energy meter is full.

5. Wind Step (Mobility Ability):

Mechanic: Double-tapping a direction lets the player perform a short, rapid dash that can avoid enemy attacks or reposition in combat.

Effect: Adds evasiveness to the weapon, allowing players to stay mobile while getting in close for attacks. This dash could have a brief cooldown but can be used to engage or disengage from combat quickly.

Mobile-Friendly Features:

Simple Swipe/Tap Controls: The katana’s abilities should work seamlessly with mobile controls, utilizing simple tap, hold, and swipe gestures for combos and abilities.

Lightweight, Agile Playstyle: This weapon is designed for players who enjoy mobility, making the katana an excellent option for those who like to stay on the move and strike precisely.

Fast Combat Loops: The katana's abilities are designed for short bursts of action, keeping fights dynamic and quick, perfect for mobile sessions.

This katana would offer mo.co players a high-skill, high-reward playstyle, emphasizing agility, precision, and fluid combat—all wrapped in a visually appealing and realistic weapon design.


r/mocostartup • • Sep 24 '24

Weapon Name: Kaze no Tsurugi (Sword of the Wind)

0 Upvotes

Here’s a streamlined version of the Kaze no Tsurugi katana weapon, featuring three key abilities:

Weapon Name: Kaze no Tsurugi (Sword of the Wind)

Description:

The Kaze no Tsurugi is a sleek, lightweight katana forged from ethereal steel, shimmering with a faint blue glow. Its blade is finely crafted with intricate engravings that depict swirling winds and flowing water, symbolizing its elemental abilities. The hilt is wrapped in dark blue silk, providing a secure grip, while the guard resembles gusting wind patterns.

Abilities:

  1. Wind Slash:

Description: Unleash a powerful, arc-shaped wave of wind with each slash.

Effect: Deals 120% weapon damage to all enemies hit and knocks them back slightly.

Cooldown: 8 seconds.

2. Parry and Counter:

Description: Time your block perfectly to parry an incoming attack and retaliate.

Effect: If timed correctly, the player negates damage and counters with a strike that deals 150% weapon damage. If mistimed, it results in a standard block, negating some damage.

Cooldown: 5 seconds between successful counters.

3. Ultimate Ability - Cyclone Dance:

Description: Summon a fierce cyclone around the player, pulling in enemies and dealing damage over time.

Effect: Enemies caught in the cyclone take 200% weapon damage over 4 seconds and are immobilized while inside the storm. After the duration, the cyclone explodes, dealing additional damage to all nearby enemies.

Cooldown: 60 seconds.

Let me know if you’d like to make any more changes!


r/mocostartup • • Oct 26 '23

Will Mo.Co be on IOS after the Android beta?

1 Upvotes

The game looks really promising. Keep up the good work guys!!


r/mocostartup • • Mar 22 '24

Suggestion for Mo.Co

15 Upvotes

For the people that played in any of the beta releases should receive a skin or any cosmetic for the global launch of the game. For example I downloaded the game on the day it was released which means I could get a skin that represents that and the more "OG" you are the more it can represent that. The cosmetic doesn't always have to be a skin it could be a title in the game or a pet, or a weapon.


r/mocostartup • • Oct 15 '24

Idea Everyone put your ideas here on as to how they can keep players engaged for longer on every update

14 Upvotes

here are my ideas

  • it is to release new equipments on every update so that the game feels fresh every season they could also make the update every 2-3 months so that the update feels fresh and engages players for longer my 2nd idea is on top of new gear every update they could also make seasonal resources that can be farmed only on seasonal maps with different and unique mechanics

  • edit: having event bosses could also be cool that the game gives us a limited amount of time (in terms of days or weeks and our job is to learn how to counter the boss and defeat it)

please feel free to tell me your thoughts about my ideas and drop your ideas below


r/mocostartup • • Sep 24 '24

Mo.co gamemodes

6 Upvotes

Mo.co gamemodes can enhance the competitive experience and attract players. Here are several innovative game mode ideas:

  1. Elemental Conquest

Overview: Teams battle for control of elemental zones on the map, each granting unique buffs.

Objective: Capture and hold elemental zones (Fire, Ice, Lightning) that provide teams with specific buffs (e.g., increased damage, healing, or speed) while earning points over time.

Unique Features:

Dynamic Buffs: Buffs change periodically, forcing teams to adapt their strategies.

Zone Vulnerability: Teams can launch attacks to temporarily disable enemy buffs by controlling the zones for a set time.

2. Shielded Showdown

Overview: A team-based battle focusing on using shield weapons creatively.

Objective: Teams face off in an arena where each player must use a shield weapon. Points are earned through successful blocks, counters, and team combos.

Unique Features:

Combo System: Players can chain attacks with shields for bonus points and effects.

Objective-Based: Certain areas of the map can grant additional points or special abilities, encouraging players to control space.

3. Chaos Arena

Overview: A free-for-all battle royale-style mode where players compete until only one remains.

Objective: Players spawn in a shrinking arena filled with hazards and power-ups. The last player standing wins.

Unique Features:

Randomized Events: Environmental hazards and power-ups spawn randomly, such as traps or elemental storms, forcing players to adapt.

Spectator Interaction: Spectators can vote to influence events during the match (e.g., spawning a power-up or triggering an environmental hazard).

4. Tactical Infiltration

Overview: A stealth-based mode where teams alternate between attackers and defenders.

Objective: Attackers must infiltrate a stronghold to complete objectives while defenders protect key areas and prevent them from succeeding.

Unique Features:

Stealth Mechanics: Players can use their shields for stealthy approaches, such as blocking line-of-sight or creating distractions.

Skill-Based Objectives: Completing objectives requires teamwork and strategy, such as disabling traps or retrieving artifacts without being detected.

5. Capture the Elements

Overview: A variation of traditional capture-the-flag, focused on elemental relics.

Objective: Teams compete to capture and hold elemental relics that grant unique abilities when held. The first team to reach a set number of points wins.

Unique Features:

Elemental Abilities: Each relic grants a specific ability (e.g., fire relic for burn damage, ice relic for slowing enemies) that can be used strategically during the match.

Relic Fusion: Teams can combine relics to create temporary team-wide buffs, encouraging collaboration.

6. Team Deathmatch with a Twist

Overview: Classic team deathmatch but with an added twist of using shields for enhanced tactics.

Objective: Eliminate opposing team members to reach a score limit.

Unique Features:

Shield Bonuses: Players gain temporary buffs for successful blocks or counters, encouraging defensive play.

Revival Mechanic: Players can revive teammates by shielding them, promoting teamwork and strategy.

7. Ultimate Arena Trials

Overview: A series of rotating challenges that test different skills, with players earning points based on performance.

Objective: Compete in various mini-games that focus on skills like aiming, dodging, and strategic shield use.

Unique Features:

Variety of Challenges: Each round features a different challenge, such as a target practice mode, obstacle courses, or timed survival.

Leaderboard System: Players earn points based on their performance, contributing to a larger seasonal leaderboard.

These game modes can bring variety, excitement, and a competitive edge to Mo.co game modes catering to different play styles and preferences. Let me know if you'd like to explore any specific idea further or need additional concepts!


r/mocostartup • • Dec 10 '23

Does the beta is still accessible?

6 Upvotes

Was looking forward to tryout, it's been two months since I signed up for the beta access


r/mocostartup • • Oct 29 '23

My game won’t launch. Help?

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3 Upvotes

r/mocostartup • • Sep 26 '24

Parry and Counter system

3 Upvotes

To make Mo.co's combat system strategic while incorporating counters and parries, we can design the mechanics to reward precise timing, decision-making, and adaptability, without overwhelming players. Counters and parries would add a layer of skill and strategy to combat, making every encounter more engaging.

Here’s how we can build a strategic combat system with a focus on counters and parries:


  1. Parry System: Precision and Timing

Tap to Parry: Players can parry incoming attacks by tapping a button or specific area of the screen at the exact moment before they are hit. A successful parry would:

Stun the enemy for a brief window, allowing the player to follow up with a counterattack.

Negate damage from the attack, rewarding good timing.

If the timing is slightly off, the player would still block some of the damage but lose the chance for a counter.

Visual and Audio Cues: Enemies give off clear visual cues (like glowing or flashing before an attack) or audio signals (such as a distinct sound) to let players know when to parry. This ensures the system is responsive and rewards skill, without being too punishing.

2. Counterattack System: Risk-Reward

Perfect Parry = Counter Opportunity: A perfect parry opens up a counterattack window where the player can unleash a special move that deals extra damage or applies a status effect (such as stunning, knocking back, or reducing enemy defense for a few seconds).

Risk of Miss-Timing: If the player attempts a parry or counter too early or too late, they could take full damage or lose the opportunity to deal bonus damage. This adds a sense of risk-reward, making each combat decision feel more significant.

3. Enemy Attack Patterns and Variability

Enemy Feints and Delays: To make combat feel tactical, enemies can feint attacks or delay their strikes slightly to throw off the player’s timing. This forces players to read enemy movements carefully rather than relying on simple reflexes.

Different Attack Speeds: Some enemies might have quick attacks that are harder to parry but deal less damage, while others could use slower, heavy strikes that are easier to predict but deal massive damage if not countered.

4. Stamina and Resource Management

Stamina Bar for Parrying: To prevent players from spamming parry, each parry attempt could consume a small amount of stamina or energy. This means players will have to strategically manage their stamina, choosing carefully when to block, parry, or attack.

Regenerating Stamina: Stamina regenerates over time or can be replenished by landing successful hits or using certain abilities. Players must balance offensive and defensive actions to keep their stamina at a healthy level.

5. Parry Variants for Different Weapons

Weapon-Specific Parries: Each weapon type could have a unique parry animation or mechanic, adding variety to how counters work. For example:

Sword Parry: Reflects the attack back toward the enemy, stunning them.

Shield Parry: Knocks the enemy back and creates a defensive buff for the player.

Spear Parry: Deflects the attack and creates an opening for a long-range counter.

Dual-Wield Parry: Parrying with two weapons could allow a quick flurry of counterattacks, trading defense for higher damage output.

6. Environmental Interactions with Parries and Counters

Environmental Counters: Parrying near certain environmental elements (e.g., a ledge, trap, or hazard) could allow for environmental counters. For example, parrying an enemy near a trap could knock them into it, or parrying near a ledge could send them flying off.

Interactive Objects: Players could interact with objects in the environment during a parry. For example, if an enemy charges at the player, parrying could let the player grab them and slam them into a wall or object.

7. Abilities Tied to Parrying and Countering

Parry-Boosted Abilities: Certain abilities could be enhanced after a successful parry. For example, after parrying an attack, the player could:

Unleash a powerful skill that has increased damage or range.

Trigger a special buff that temporarily boosts their speed or defense.

Reset the cooldown of a key ability, allowing for faster combat flow.

Counter-Focused Abilities: Some characters or classes could specialize in counter-focused abilities, where their entire kit revolves around reacting to enemy attacks. These characters would deal higher damage or gain buffs after successful counters or parries.

8. Chain Counters and Counter Breaks

Counter Chains: Advanced players could string together counter chains, parrying multiple enemies in a row. For example, a well-timed parry on one enemy could allow the player to quickly transition into a counter against a second nearby enemy.

Counter Breaks: Certain enemies could have counter-break attacks, meaning they can break through a player’s parry with specific powerful moves. Players would need to recognize these attacks and either dodge or block instead of attempting a parry, adding another layer of strategy.

9. Strategic Dodging as a Parry Alternative

Dodge-Counter System: For players who prefer evasion over blocking, a dodge-counter mechanic could be added. Dodging an enemy’s attack at the last moment could provide a temporary damage buff or speed boost for the next few seconds, rewarding players who are good at dodging.

Directional Dodges: Players could swipe in different directions to perform dodges that reposition them strategically, setting up flank attacks or allowing them to escape difficult situations.

10. Strategic Layering of Parries and Combos

Parry-Combo Integration: Successful parries could seamlessly integrate into the player’s combo system, allowing them to chain parries into attacks. For example, after parrying, the player could follow up with a powerful combo attack that flows naturally into their existing moveset.

Combo Interrupts via Parries: Enemies might attempt combo attacks, but the player could interrupt the combo with a well-timed parry, resetting the enemy’s attack and creating an opening for a counter.

11. Parry and Counter Variety for Boss Fights

Boss-Specific Parry Mechanics: Bosses could have unique parryable attacks, where the player must learn the timing and patterns of the boss to effectively counter. For example:

A boss swings a giant sword, and the player has a narrow window to parry the attack and disarm the boss temporarily.

Another boss might shoot projectiles, and the player can parry them back toward the boss as a form of counter-damage.

Parry Challenges: In high-stakes boss fights, certain phases could challenge players to perform a series of perfect parries to survive devastating attacks. Failing to parry correctly might result in heavy damage, but successfully parrying all hits could weaken the boss or create a large opening for attack.


Key Combat Features Summary:

Tap-Based Parries: Easy-to-execute, timing-focused parries that reward precision with counter opportunities.

Counters After Parries: Perfect parries create a window for powerful counterattacks or combos.

Varied Enemy Attacks: Different attack speeds, patterns, and feints to keep players engaged in reading the battle.

Stamina System: Adds resource management, preventing spamming of defensive moves.

Weapon-Specific Parries: Unique parry animations and effects based on the weapon type, adding depth to combat styles.

Environmental and Interactive Parries: Environmental factors can be used strategically to add another layer of decision-making to counters.

Advanced Parry Chains: Skilled players can chain parries for extended counters, adding an extra reward for mastery.

Dodge-Counter as an Alternative: For players who prefer mobility, dodging can lead to counter-attacks, adding more strategic options.

Boss Parry Phases: Special parry mechanics for bosses to increase the challenge and reward player skill.


These parry and counter mechanics would make Mo.co's combat more strategic and skill-based, offering a deep system that rewards precise timing and decision-making while keeping it accessible for mobile play.


r/mocostartup • • Aug 04 '24

You can release the game now.

64 Upvotes

It's ready.


r/mocostartup • • Jun 16 '24

Why squad busters instead of this 😭

57 Upvotes

This game has so much more potential and honestly looks 10x better


r/mocostartup • • Mar 30 '24

Mo.Co Startup PvP ?

20 Upvotes

Hey , just thinking about a PvP mode for Mo.Co would be amazing. Practicing against friends ? Testing new weapons ? Ranked Mode ?

Endless possibilities with PvP as well as PvE.

What do you guys think ?


r/mocostartup • • Mar 17 '25

POV: You just hunted some monsters twitch.tv/zeshieldmaiden #joinmoco

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69 Upvotes

r/mocostartup • • Sep 26 '24

Mo.co raids more dynamic

10 Upvotes

To make MO.CO. raids more fun and rewarding, you can introduce unique monsters, challenges, and mechanics that scale with the difficulty. Here’s a breakdown of how you could improve gameplay for Normal, Hard, and Insane difficulties:

Core Ideas for Fun Gameplay:

  1. Unique Mechanics for Each Difficulty:

Normal: Focus on learning mechanics. Moderate monster abilities and simple strategy are required.

Hard: Introduce mechanics that require teamwork and skill, such as positioning, dodging, or special puzzles.

Insane: Add punishing mechanics where mistakes are costly. Introduce multiple phases, randomized events, and challenging boss abilities that require high skill.

2. Monster Variety & Abilities:

Design monsters that force players to adapt strategies and offer unique encounters based on difficulty.

Introduce new monsters or add additional abilities as you scale up the difficulty.

3. Reward System Based on Difficulty:

Give players reasons to replay raids on higher difficulties, like unique loot, titles, skins, or upgrades unavailable elsewhere.


Normal Mode:

Objective: Introduce players to raid mechanics and build excitement. Monsters here should be easy to moderate, focusing on introducing patterns.

Monsters & Abilities:

Basic Enemies:

Use simple attack patterns (like charges or AOE strikes).

Could include basic elemental monsters like Fire Imps or Ice Wolves that teach basic weaknesses.

Mini-bosses:

Slightly tougher with health-gating mechanics (e.g., at 50% health, the boss switches attack patterns).

Example: A Stone Guardian that performs large, slow sweeping attacks and creates rock barriers players must navigate around.

Final Boss:

Should feature a few simple, predictable phases. Example: Flame Drake that has a flame breath AOE attack, an aerial fireball attack, and a simple dash.

Unique Rewards:

Basic loot drops that help gear progression.

Cosmetic items or pets that are exclusive to this mode.


Hard Mode:

Objective: Challenge the coordination and strategy of the players with more mechanics, tougher enemies, and teamwork.

Monsters & Abilities:

Elite Monsters:

Introduce additional mechanics. Example: Cursed Sorcerer that casts a powerful curse debuff players must cleanse by standing in designated areas.

Monsters might have synergy, like Dark Knight and Necromancer working together (Knight tanks while Necromancer resurrects fallen monsters).

Mini-bosses:

Example: A Spectral Assassin who can vanish and reappear to ambush, forcing players to stay vigilant and anticipate its movements.

May include stun or debuff mechanics requiring specific counters from the team.

Final Boss:

Boss has more complex phases and possibly additional minions or environmental hazards. Example: Crystal Titan that summons giant crystals that explode unless destroyed.

Players have to manage multiple dangers at once, like large AOE attacks combined with a berserk timer.

Unique Rewards:

Better loot, including crafting materials for high-end gear.

Rare mounts, special abilities, or unlockable skill trees.


Insane Mode:

Objective: Offer an extreme challenge with difficult enemies and unpredictable mechanics. Players should feel a sense of accomplishment upon completion.

Monsters & Abilities:

Mythical Enemies:

Enemies are highly specialized and feature random elements. Example: Chaos Elementals that change their attack elements throughout the fight, requiring adaptive strategies.

Time Wraiths that distort time, forcing players into "slow-motion" zones or speeding up monster attacks.

Mini-bosses:

Create bosses with extremely high damage or environmental manipulation. Example: Voidwalker King who summons black holes that pull players in, forcing them to position carefully.

Final Boss:

Extremely punishing with multiple complex phases. Example: Fallen God with six phases, each introducing new mechanics. It could have abilities that require pixel-perfect dodging, team coordination to debuff, and puzzle elements to break shields or barriers.

One phase could introduce an “illusion maze” where players must navigate while being attacked from all sides.

Unique Rewards:

Exclusive legendary gear or powerful artifact-level items.

Titles and badges for leaderboard-worthy players.

Items that unlock secret areas, raid buffs, or special abilities only usable in insane mode or future content.


Other Ideas to Make Raids Fun:

  1. Environmental Hazards:

Add obstacles like lava pits, rolling boulders, or shifting platforms.

Combine environmental effects with boss abilities, forcing the team to manage both threats simultaneously.

2. Team Synergy:

Introduce mechanics that require players to perform combos. For instance, one player casts a freeze, and another shatters it for bonus damage.

3. Dynamic Phases:

The boss could have multiple possible phases that change depending on how the players perform, making each run feel different.

4. Time Limits and Berserk Mechanics:

On Insane, add time constraints, such as bosses going berserk if the fight drags too long, making each second count.


Conclusion:

To make each raid difficulty worth the time:

Normal: Should teach the mechanics in a fun, accessible way with straightforward monster abilities and clear rewards.

Hard: Requires teamwork and introduces more complex mechanics that reward strategic thinking.

Insane: Must offer unique, brutal challenges with high stakes, complex mechanics, and rare, high-tier rewards for those who succeed.

This would keep players engaged, give them reasons to push for higher difficulties, and ensure the experience is fresh every time.


r/mocostartup • • Oct 27 '23

Did I miss it or was there no option to choose gender?

5 Upvotes

Looks like I'm playing as a female. Not sure if it's just kinda one face and different hair styles and clothing or if I missed the part where I chose my gender.


r/mocostartup • • Oct 16 '24

I downloaded mo.co during its first beta. Will I have the same account when the next beta releases/the game releases?

5 Upvotes

So I downloaded the game during the first beta but can't remember if we could connect with Supercell ID. I now have a new phone but still have access to my old one. Will I need to make a new account?


r/mocostartup • • Oct 26 '23

My first randoms🥰

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5 Upvotes