There is nothing narrative in EDGE, and it is difficult to talk about a genre for EDGE. With David, before the release we hesitated a lot between a puzzler and a platformer. Finally, journalists and comments in the store mostly call it a puzzler, I would more say platformer, because it’s a lot about instant reflex and synchro. The gameplay is very simple it’s just rolling a cube on it’s edges trying to find the final point inside dynamic mazes to unlock the next level.
The game design is really sharp so we decided to keep the aesthetic very pure. David loves the work of MC Esher and I love the work of Vasarely, but most of the artistic choices were decided by one rule: make it more simple, remove what you don’t need. I even removed the colors for the background…
The cube you play is multicolored and flashing, the first EDGE designed in 2008 was a java mobile game, and it was a nice trick to get a dynamic cycling colorful sprite with this limited technology, so we kept it and of course it is also a cool color effect used in lots of Nintendo games as a super power.
As a player, I like that the levels are difficult and sometimes really unfair for the player, I love to rage on a game. But some people give up because of that difficulty. So we put some cool sequences with animated blocks (like short interactive cutscenes) to reward the player during his progress.
Sometimes I play a level and I still enjoy it, we took our time but I think it’s nicely balanced.
The product that came to market didn’t differ that much from the first screenshot mock up I made, it was already isometric, but with a white background and a red cube.
The game design has been improved while we were creating the engine. There was no original game design for this game just a really cheap demo were you could roll a cube on a grid and try to balance it on its edges, but the feeling was there.
The game realesed on iPhone in 2008 was ...