What this case helps evaluate
- Production scope: Game development, audio-interactive design and user interface
- Budget signal: $55,000
- Timeline signal: 9 months
Audio-interactive case study
An adventure game case built around voice input, audio interaction and accessible puzzle mechanics across mobile and desktop storefronts.
The video is the fastest way to understand this case: the player uses voice input to affect the game world, so UX feedback and audio readability became core production risks.
Case evidence
This case page turns the public portfolio record into a buyer-readable snapshot for Google Play, App Store, Epic Games Store and Steam: what was built, what CrocoApps owned and which constraints shaped delivery.
Public project facts used for this new case page.
| Project | One Hand Clapping |
|---|---|
| Platform | Google Play, App Store, Epic Games Store and Steam |
| Engine / stack | Unity, C#, Photoshop |
| Scope | Game development, audio-interactive design and user interface |
| Timeline | 9 months |
| Budget | $55,000 |
| Production period | 2019-2020 |
Source: CrocoApps public project archive and approved production materials.
Voice input
Voice-based interaction changes the UX problem: the game must help players understand pitch, timing and microphone feedback without making the mechanic feel technical.
The images show how the public case presents review/process materials and final gameplay states for an unusual input mechanic.
Voice-driven gameplay creates unusual UX and testing needs: players differ by vocal range, confidence, hardware and environment.
The public case centers on mechanics that let players use their voice to solve puzzles and affect the game world.
The system needed to support different vocal ranges and player skill levels.
The UI had to explain audio input clearly enough that players could understand cause and effect.
The public links point to mobile, Epic Games and Steam distribution paths.
This case is useful because it shows CrocoApps working with a non-standard input mechanic, not only conventional touch or controller controls.
Validate how voice input maps to game actions and puzzle states.
Create feedback that makes audio interaction understandable.
Build gameplay systems and platform-ready versions.
Review microphone, range and usability risks across player conditions.
Share the mechanic, hardware assumptions and platform goals so we can identify early technical risks.