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Hohokum Review: Thirty Levels, One Line, and an Afternoon Well Spent

A game of drawing lines and watching creatures follow, a calm afternoon of gentle pleasure, scored 7.2.

By mitch·4 min read
A creature follows a winding line across a bright, colorful world.

Hohokum is a game about drawing lines through a colorful world and watching those lines move. That is the whole idea, and it works better than it sounds. Developer Brendan Chung built a game that asks almost nothing of you except to trace your finger across the screen, and it somehow turns that into an afternoon of calm pleasure.

Trailer, via IGN.

Lines, Shapes, and Simple Rules

Players draw lines on the ground, and creatures follow those lines. The rules are simple: draw a line, watch the creature travel along it, and try to guide it to a goal while avoiding hazards. There is no text, no menu, no spoken instruction. Everything is shown through shape and motion, and that restraint is the point.

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The controls are forgiving. A single touch draws a line, and a second touch ends it. Players can loop lines, branch them, or make a closed path that sends creatures circling back on themselves. The game rewards patience over speed, and it never punishes a mistake.

Color, Music, and Pace

The look of Hohokum is bright and flat, with a palette of pastels and simple shapes. The music is gentle electronic pop that matches the pace of the game. It is easy to get lost in the world for ten minutes without noticing the clock.

The pace is slow and steady. Levels are short, and the game rarely pushes urgency. That can feel like a drawback when the core trick starts to repeat, but it also means Hohokum never feels rushed.

Level Design and Replay Value

There are thirty levels in total, each with its own puzzle based on the drawing mechanic. Some ask for precision, some ask for creativity, and some ask for both at once. The best levels mix goals and hazards in a way that forces players to think about how they lay down their lines.

The replay value is modest. Once a level is solved, there is little reason to return to it. The game offers a New Game Plus mode that adds harder goals, but it is not a major addition to the core experience.

Here are the key elements that define the experience:

  • Drawing lines on the ground
  • Creatures following those lines
  • Goals and hazards placed within each level
  • A gentle, unspoken tutorial

What Works, What Doesn’t

The game succeeds because it trusts its own idea. It does not add extra layers of complexity, and it does not apologize for being simple. That confidence is rare in games today, and it pays off here.

What holds Hohokum back is the lack of variation. After twenty levels, the basic act of drawing and guiding a creature begins to feel familiar. The game does not introduce new mechanics, and it does not offer enough depth to keep players engaged beyond a single playthrough.

The difficulty curve is also uneven. Some levels are easy, and some are nearly impossible. That swing can frustrate players who expect a smooth challenge.

A Short Afternoon With No Friction

Hohokum is best enjoyed as a brief escape. It is not a game that demands attention for hours, and it is not a game that rewards obsession. It is a game that asks for a few minutes and delivers a pleasant moment in return.

Here is a rough breakdown of the experience:

Session Activity
1 Learn the controls
2 Complete early levels
3 Return to a favorite level
4 Finish the game

That table covers a full session of play, from start to finish.

Hohokum is at its best when it lets the player sit back and draw without thinking. The game is at its weakest when it asks for exact timing that the controls do not fully support. The two modes rarely meet.

The game is available on PS3, PS4, PC, and Vita, and it looks and plays the same on every platform. That consistency is a strength, since the game relies entirely on its visual and tactile design rather than spectacle.

Chung has made a game that respects the player’s time while still delivering a complete experience. It is not a masterpiece, and it is not a failure. It is a small, confident piece of work that knows exactly what it wants to be.

The final score is 7.2 out of 10.

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