
> How "Kooo To Jump!" Was Born — And Why We Want You to Scream Like a Rooster
by Marios Tzavis
I'm Marios — one half of Tzavis Studio, alongside my brother Ioannis. We're a two-person team from Paulos, Greece. He codes, I design, and somehow we haven't killed each other yet.
The Idea
I'm obsessed with masocore games like Jump King and Getting Over It. But I kept thinking — what if the controls themselves were part of the challenge?
Then it clicked. A knight rooster. And the only way to make him move? Your voice.
Short "ko ko ko" sounds make him walk. A big, loud "KOOOOO" makes him jump. Turn left, turn right, and scream like a chicken for everything else.
I pitched it to Ioannis. He said "that's insane" and immediately started building it. That's how you know it's a good idea.
Making It Work
The first prototype was just a cube reacting to microphone input. The moment I screamed "KOOOOO" and that cube launched into the air, I knew we had something.
We don't use speech recognition — just volume and sound duration. Quick bursts? Walking. Long, loud sound? Jump. It works in any language. You just need to be loud.
And yes, we added gamepad support for the same difficulty, just quieter. Hard mode for introverts.
The Game
Kooo To Jump! is a single tower with 10 zones, each nastier than the last. From THE PIT to The 99% Despair. Yes, you can fall all the way back down.
In dev mode it takes 15 minutes. For players? Hours. We're not sorry.
Where We Are Now
The game is nearly complete — 10 zones, voice controls, gamepad support, 27 achievements. We're launching on Steam Early Access with a 5-month plan, plus a free demo on itch.io.
At the end of the day, we're just two brothers who thought "what if you had to scream like a rooster to play a video game?" and spent months making it real.
Wishlist us on Steam. Try the demo. Join our Discord to tell us how much you hate World 4.
We believe in you. But seriously — good luck.
Made with love from Paulos, Greece. 🐓
