I’m e.w. parris the designer and developer of Pocket Rooble. I’ve been playing with computers since my first Commodore 64 in 1983. Somewhere in the late 80s I started making a living with my hobby. Since then I’ve learned a lot of different programming languages and created a lot of fun stuff.
The idea for Pocket Rooble came to me in 2013 as a simple sketch on a piece of graph paper. The original grid was tilted at a 45° angle, but the general gameplay idea was the same. You can see in the picture above, that tilted version stuck around like a bad cold for about half of the project before I finally shook it. Sometimes bad ideas can infect a good idea. It takes time, working through an idea, before you start to see a thing for what it is. I look at the 4 years I spent on Rooble as a feature not a bug. It seems to me I didn’t really start to understand the game until late in 2016. It was around that time that I started to see how the tiles should move in response to gestures not some button or other contraption. Heck it was only in the summer of 2016 that I started to think Rooble could fit in your pocket on a phone. Prior to that I could only see it as a tablet game. A friend challenged me on that, pointing out that tablets weren’t nearly as popular or as handy as a phone. Man was he right (though I’m still planning on releasing a 2-player iPad app before too long). And I couldn’t have done it without the love and support of my family and the 40 testers that volunteered to help.
So, four years later, Pocket Rooble is here. I hope you find it was worth the time it took to figure it all out.