General Principles for Creating Games on WOWCube
1. The Cube Is Not a Mobile Port — It’s a Separate Platform
- “When you move a classic PC mechanic onto a phone, it never really sticks — you have to reinvent the game. The same applies to the cube.”
- Example: Arkanoid — a great classic, but on the cube the mechanic “just doesn’t fit,” despite several attempts.
- Example: 2048 — the mechanic was redesigned from scratch; the only thing left from the original is number-doubling. The result feels natural on the cube, because the core experience—momentum, motion across faces—comes through intuitively.
2. Game-First Means Starting With the Core Mechanic
- naturally fits the cube,
- feels tactually pleasant,
- creates a desire to repeat the action (the “fidgeting effect”).
- A game should be built around an awesome mechanic, rather than visuals or lore.
- The core mechanic must be intuitive, pleasant, and natural.
- If the mechanic is weak, no amount of graphics or story will save the game.
- What is the one action the player performs most often?
- Why is that action enjoyable specifically on the cube?
- Will the player instinctively want to do it again?
3. Natural WOWCube Mechanics Are Not Taps and Cursors
- Twist — rotating the cube to create changes in the game world
- Tilt — gravity-based movement or control
- Inertia — objects continue moving after the cube rotates
- Face recombination — treating the cube as a unified 3D structure, not a single screen
- Taps — sensing is unreliable; acceptable for simple menu selection but not gameplay
- Cursor/selector — a poor fit, used only in menus when absolutely necessary
The Game Must Work Across All Faces and Use the Cube’s Form
- “The cube inherits the logic of the Rubik’s Cube — the entire surface is active.”
- A WOWCube game should exist across all sides, not behave like a single flat screen.
- The world can transition across faces.
- States can depend on orientation.
- The cube’s shape itself can be part of the puzzle.
5. The Mechanic Should Not Just Be Possible — It Should Be Pleasant
6. Prototyping: Begin With a ‘Dirty’ Alpha Without Beauty
- no splash screens,
- no pretty graphics,
- minimal color, squares, pixels, text,
- a single level or even part of one,
- unfinished physics, unfinished bugs — fine.
7. Not Everything Can Be Tested in the Emulator — Real Cubes Matter
- physics,
- inertia,
- sound,
- weight,
- natural motion,
- fidgeting (the desire to twist and manipulate the device).
- Puzzles or puzzle-like games: emulator is fine
- Tilt/inertia/fidget-based games: must be tested on the physical device
8. The Marker of a Potential Hit — Tactility + Novelty
- demonstrate that the cube is a unique platform,
- be instantly understandable,
- produce enjoyable, repeatable interaction (“fidgeting”).
Example of good thinking:
Reimagining Space Invaders for the cube:
- monsters crawl across faces,
- the player anchors themselves by orientation and aims by tilting,
- monsters shift with twists,
- shooting auto-fires when directions align.
9. Development Priorities Must Be Set Correctly
Early in development, the focus should not be story. Instead, ask:
- How does the core mechanic work specifically on the cube?
- Why is it natural for twist/tilt?
- How does the game use all faces?
- What makes it cube-native?
This shift in questions is what changes the developer’s mindset.
10. The Main Test: Have You “Caught the Spirit of the Cube”?
Developers fall into two categories:
✔ Those Who Understand the Cube
- propose mechanics born from the device,
- use the cube’s shape,
- design from physical interaction.
✖ Those Who Don’t
- propose a story that doesn’t map to the hardware,
- drag over mobile patterns,
- rely on taps/cursors,
- think about graphics and levels instead of mechanics.
The Short Formula for a WOWCube Hit
A WOWCube game is built from a core mechanic that:
- naturally fits the cube’s physics (twist, tilt, inertia, multi-face structure),
- is pleasurable to repeat,
- operates across all sides,
- avoids mobile-style input,
- and is fun even in a raw prototype.
When defining your idea, ask yourself:
“What makes this game more enjoyable, more natural, or more interesting on the cube than on a phone or a computer?”
Excellent answer:
“The mechanic is genuinely pleasant and emerges from the cube’s shape, control, or face combinations.”
So-so answer:
“It will probably play about as well as it would on a phone/PC.”
Bad answer:
“On phone/PC it’s good; on the cube we’ll adapt it somehow — difficult but possible.”