I can usually get a good feel for a game based on its title. Not so much in this case. I can barley pronounce the word OIO (/oh-ee-oh/?). The title refers to the main character, a small
wooden person with a square head. The name OIO seems to be derived from the character’s face, which is comprised of two large eyes and a long, thin nose. While it seems that the developers at Uncanny Games have taken a page out of the life of rock star Prince, I still think that it’s a clever way to name a game. The premise of OIO is that the race of wooden people, whom I shall refer to as “Blockheads”, have all been petrified. For whatever reason, OIO has been spared this fate and must now explore the world to find out what happened.
OIO Gameplay
On the surface, OIO is your standard puzzle platformer. The object of the game is to navigate a set of obstacles through to the end of the level. The game distinguishes itself by giving OIO a unique power. Early on in the second level, the player gains the ability to grow tree branches, or beams, out of patches of fertile soil. This is accomplished by throwing a green seed onto the soil. Conversely, the player can destroy a previously grown beam by throwing a red seed.
You can have up to three beams in play at anytime, and attempting to grow a fourth will cause the oldest beam to disappear. You can also grow new beams on already placed ones to create structures. Should the root beam disappear, it will bring the whole tree with it.

Thankfully, the beams change color to indicate their age. A fresh beam is completely green. As more beams are grown, the first one will progress to brown and then a dead gray. At the start, the power to grow beams is mostly used to help the player reach new areas. As the game progresses, however, the beams have a number of different uses. They can be used to push buttons, knock over objects, and even channel fire into furnaces. All in all, it is a unique and enjoyable mechanic.

I found the puzzles in the game to be pretty straightforward. They usually involve making use of the environment to either reach an objective, or open a new path. Most tasks aren’t really challenging on a mental level, and I feel that the game is harmed as a result. Usually, a room can be sized up in only a few seconds. From there, it takes very little effort to determine the proper course of action. While executing a task can be difficult and require multiple attempts, it still feels hollow without the cognitive element. I love puzzles that I can wrap my head around, and this game just does not deliver.