Interview with Alper Iskender About Polycolor

Who is behind this idea and how you got into game development?

Briefly, I’m a gamer since childhood and for the last 3,5 years got in developing part of games. I decided to be a game developer on my 3rd year of college as an International Relations student. Looks totally unrelated doesn’t it? I realized that it wasn’t what I wanted to be and made me more unhappy every day. For me answer of the question, what I can do till the end of my life?, was developing games. On a greater scale we can call creative works. In a nutshell I can say working in a creative field makes my heart beat.

Explain the game in one sentence.

Polycolor is a marvellous puzzle game about colors that always changes the basic rules of the game to force you to think differently.

What made you excited about this idea?

I think making a simple idea like same colors not touching to a complex one by adding rules and still keeping it look simple made me excited.

What was your biggest struggle while making this game?

Teaching without explaning. First I thought about using a different design in all 72 levels. Since rules change all the time and new rules require more thinking than the ones before I thought this will make their job even harder. That’s how the game got it’s final state. There are 4 categories and 18 different shapes. It’s easier for users to get used to the new rules if they are already familiar with the design

How long it took you to build it? Do you think you could have finished it earlier, if so why?

If I have thought about making every level with a different design would make game more harder than expected it would take less time.

What did you hope for after you’ve released the game and what actually happened?

I guess every developer hopes for a small party when they release their game even if it doesn’t feel realistic. Deep down in your soul you hope for that unrealistic scenario to become true. Of course this project didn’t happen like that too. I learned that I should start marketing the game before it’s released, way before it’s released. I already knew this in theory but I can say that I learned how important it is in practice. Other than that I’m happy my target audience liked and enjoyed the game. It’s nice to know that I guessed it correctly.

What lessons you’ve learned for future projects from this game?

Start marketing before the release and take it seriously.

How many other finished projects do you have?

Currently I have 6 games that are still on the stores. 5 worldwide and 1 local. In total I’ve finished 16 projects.

What’s the biggest advice you have for people who want to work in game development?

Be determined, I know many talented people that stops trying after a few unsuccessful attempt. Don’t fall for this mistake.

Lastly, how video games influenced your life? How your life has changed with them?

I’ve met one of my closest friends over a video game. (for curious ones: Runes of Magic, not playing anymore). For some reason, I was thinking that it’s impossible to be close friends by meeting in a game till that age. Probably I was thinking it’s unlikely without meeting in person. I was wrong.

I think we can characterize game business as an eye-opener. I feel that it’s equal to say I’m not reading books and I’m not playing games. They are not aware of what they are missing, it’s not just for fun but even effects how a person thinks. It’s obvious playing games triggers the creative side of the brain. You do not have to be a hardcore gamer. Just make time to play games in your life.

I repeat what I said in the beginning, it’s the reason my heart beats. I adore creative works and people.

Polycolor for Appstore

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Originally published at Indie Zoom.