Taking Bloxorz and Rubek as the main references for the game mechanics, I started prototyping the game, thinking about how to do it, and keeping in mind the 3 Cs.
CHARACTER
Both games use an important aspect which is interaction with elements in the environment, as I wanted to do, so the best idea for a puzzle game that has this kind of interaction is to use a DETERMINISTIC structure, which allows the player to have more easily determine next moves, plus the fact that both the cube and the rectangle are great to use on a square grid. Movement on a grid was the most correct idea for me
CUBE MATCH: This mechanic is the most important one, all the game is based on this mechanic, and it became a pillar of the project, but how to design it?
At the beginning of the project, the cube was only colored, I will later understand that this was an error, and basically the cube you can control if it is in a cell adjacent to the element you want to interact with and the faces that are in contact are the same color, the interaction begins.
Simple I reversed the mechanics of Bloxorz, where you start as a rectangle and can be split into two cubes, I changed from two cubes to a rectangle.
The first idea was to understand the design of a cube, how it is drawn and how the faces are placed.
The opposite faces of a cube always have the number 7 as the sum, so I put the number on the faces, this was a start but it wasn't enough for the player to understand in different cases. So why not let the player see the hidden faces directly to more easily plan how to solve the puzzle?