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Classic mode: tap the numbered bubbles in order before the clock runs out. Three lives, and the rules keep changing.
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Endless mode: no finish line. Long combos multiply your score.
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Level briefing: each level names the rules it uses (here: coated, divided and crease bubbles).
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Story mode: a scripted group chat with four researchers. Your replies decide one of four endings.
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Store (RevenueCat): the Complete bundle, Remove Ads and booster packs. Shown here with Complete already owned.
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Collection: cards from nearby players, each printed in its owner's theme. Fill your trade shelf.
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Settings > Ink themes: eight risograph themes that re-print the whole game and your player card.
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Card trade: swap player cards with a nearby player over Bluetooth.
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100 achievements to unlock across levels, scores, streaks and power-ups.
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Daily streak and daily quests: a small reason to come back every day.
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Main menu: Collection, Endless mode and Story. Free, works offline, no login.
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App Store preview: Classic mode.
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O.K.E.Y app icon (1024x1024)
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App Store preview: eight risograph themes.
What it is
O.K.E.Y is a number reflex game. Numbered bubbles float around the screen and you tap them in order, smallest to largest, before the clock runs out. You have three lives. A wrong tap costs a life, two seconds, some score and your combo.
The story campaign has 250 levels (the menu card says "Story", result screens say "Classic"). Six rules show up along the way: bubbles that need two taps, bubbles that split, a direction shift, reverse order, bubbles that come back and need a second pop, and a clock rule. They unlock at levels 10, 20, 28, 45, 70 and 155. Every 20th level is a boss, 13 in total, and the last level uses all six rules at once. Between levels there is a group chat with four fictional researchers: 77 scenes and four endings. You only tap pre-written replies.
Endless mode has no end and feeds the online leaderboard. There are also daily streaks, daily quests and card trading over Bluetooth. The game has 12 languages and works offline, except for store prices, the leaderboard, sync and ads.
Why I made it
I wanted a small reflex game that keeps changing its rules, has a real ending, and feels like something you'd want to hold. It is for people who like short games with a score to chase, a clean rule set and a strong look. It is only entertainment. It is not a health or brain-training tool.
Small download
The game is 95.7 MB on the App Store. That covers 250 levels, the story, 8 themes, 12 languages and four music tracks. It stays small because the sound and music are made inside the app, so there are no big audio files, and the art is paper and ink textures, not heavy 3D models. It needs iOS 16.2 or later and no account.
How it makes money (RevenueCat)
The game is free. Money comes from two places.
In-app purchases go through RevenueCat. Remove Ads, Unlock all themes, seven single themes and a Complete pack (no ads, all themes, 10 of each booster) are one-time purchases. Booster packs and a starter pack can be bought again. There are no subscriptions.
Ads come from Google AdMob: banners on the menu and the campaign map, an interstitial after a finished game, and optional rewarded ads (continue after a loss, recover a streak, boost a grade). There are no ads during play. Remove Ads or Complete turns off banners and interstitials, and rewarded offers are then granted without a video.
The story, all 250 levels and the cards are free. Themes can only be unlocked by purchase.
What feels different
The app is meant to feel like a physical object, not a flat screen. Paper, card and ink textures have depth, layers sit on top of each other and cast soft shadows, and you feel like you are touching things in a 3D space. Each theme has its own colors, textures and print finish (halftone, foil, varnish). It is more than a color swap.
All sounds and music are made live inside the app. Scores are checked by a server, so the leaderboard can't be faked from the phone. And you can trade cards between two phones over Bluetooth.
Categories
I'm entering Best Game and the Design Award. I'm not claiming the categories that need growth or revenue numbers, because a launch-day app has none.
Build story
I built this alone. Years ago I was experimenting at a mobile software company and this game came to me: tap numbered bubbles in order. It is easy to explain in one sentence and it keeps surprising you. I never let go of the idea. I worked on it stitch by stitch, one rule and one detail at a time, because I wanted to give people something fun they can focus on, even for a few minutes.
Technically, it is a web app packaged for iPhone, with a small piece of native code for the Bluetooth trade. I wrote the bubble movement myself so it stays smooth on older phones. Every sound and music track is made inside the app, not recorded. Scores go to an online server that checks each run. Purchases go through RevenueCat.
Shipping alone was hard at every layer: App Review, the ads, the purchases, the Bluetooth trade. Each one gave me trouble in its own way. Design was the same. I wanted the app to feel like an object, with textures that put you in a 3D space. So there are eight themes with their own paper and card textures, player cards built from nine printed layers that shift when you tilt the phone, and sound made from scratch. Then I kept fixing small details until they all matched.
If you only have a few minutes, try Story mode first, then open the Store and try a theme (the offer code unlocks all of them). If you have a second phone nearby, trade a card over Bluetooth.

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