Post-mortem of Six Sides of the World
Six sides of the World released some time ago. Not too many days back we added a whole new layer of content for the game. I think it’s time to take a look to the past and do a Post-Mortem of the game as we keep working in some prototypes of what occasionally will become Cybernetik Design’s next title, but we will talk about this topic in the future, now let’s focus on the past. The game was developed in the spare time of Emilio, the one-man-army behind the development. It lasted approximately one year while he was working for another game company. Good sides of the cube The concept The idea was crystal clear from the very beginning of the development cycle and it holded up with every new mechanic and level idea. Things like the cubic shape gave the game that affordable layer of complexity but with a good playability even when some special shapes came up. The gameplay itself is rock solid and its usability is very good. Players were able to play without problems and they understood the mechanics easily and progressively. This was due to the level design, that was meant to teach by playing, serving the mechanics one by one as the player progresses through the game. We did an indirect tutorial, teaching at the same time the player goes on and being part of the main story. No bottlenecks We are not newbies in the industry even when Six Sides of the World is our first published game. Emilio worked for several Spanish game companies before working on Six Sides and that was a key to the success of the development. As we said before, Six Sides of the World was developed in Emilio’s spare time and its expertise let him design the…