It's been just over ten years since the Oddhop-release — and indeed the game has been unavailable in mobile app stores for almost as long, too! 🥲 Alas, the game never took on and it made no financial sense to keep it alive on the stores, but I personally have always liked it a lot. To mark the occasion I wanted to resurrect the game for archival purposes1, so I booted into Windows (hngghhh...), installed the very old Unity 5.3 and made a fresh Oddhop-build for Windows. Was pleasantly surprised to see my old Unity 5 Pro-license still worked!
The resulting build (v1.06) is identical to the last known mobile versions (v1.05), except for leaderboards and achievements that are now absent (they relied on Google Play Games and Game Center on iOS). Not a huge loss, to be honest. I've also stripped out analytics.
Naturally there is no support provided for this freeware Windows-version, but you are welcome to download it and try it out. The Windows-build seems to work fine in Linux through wine as well. Saves me the trouble of making a Linux-native build. 👍️
Now that Oddhop is playable once again, I guess I'll replay all the puzzles; it's been quite many years and I have definitely forgotten the solutions to the trickiest of them! And there were plenty of those in the later levels! 🙂
Speaking of game archiving: no promises, but I might do the same to Jewels 2. 🤔 Of course it's going to be much more work for sure, as I had my custom C++ game engine and the original binaries were built for 32-bit architecture. But I did develop it on PC, so PC builds are naturally possible, if I can get it to compile still.↩