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By Mikko Kodisoja
[Author's Bio]

and Jeferson Valadares
[Author's Bio]
Gamasutra
July 7, 2006

 

Postmortem: Digital Chocolate's Tower Bloxx

Introduction
What Went Right
What Went Wrong
Final Thoughts

 


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Features

Postmortem: Digital Chocolate's Tower Bloxx

Final Thoughts

We have a couple of points to share with developers out there who are trying to make games that break the mold. First, don’t start without having a proof of concept stage; write a few throw-away prototypes to test the core game mechanics, and if you have time, prototype the graphical UI as well to save some extra work.

Second, either add some slack to the schedule or consider using change-friendly project management methods such as Scrum, because in these types of games there are always a lot of new things to be discovered and worked out.

We firmly believe that mobile games can be a lot more than arcade remakes or just a quick profit opportunity for license owners, and we put our money where our minds are. Building Tower Bloxx was a long and challenging journey, but as we were finishing the game we hoped that we had stacked enough blocks and put them in the right order to attract and please a big audience. Judging by its critical reception and its commercial success (it’s been our best-selling game in many markets over the past few months), it seems we got some of it right.

And now, it’s time to start it all over again!

 


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