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Feb 9, 2011 | 4:35 AM EST
  • Daily 3rd Place February 10, 2011

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A nearby galaxy is invaded by a mysterious ship dropping thousands of metal squares and robots. Little by little the metal squares are forming cubes, covering all planets. Cube Droid, a retired military robot that was left on a forgotten planetoid wakes up and embarks on a mission to remove the batteries that hold the cubes together and Save the Galaxy.

Cube Droid Saves the Galaxy is a block pushing puzzle in the spirit of the old Adventures of Lolo series on the NES ( for those of you that remember ). The first couple of levels will introduce you to the basic game play and enemies and from there on the puzzles get more and more difficult and hopefully will make you scratch your head a couple of times. When you really get stuck, press the "need a hint?" button in the game menu to jump to the walk-through videos we prepared.

Progress is saved automatically and you have unlimited lives, so the only challenge lies in the puzzles ahead. Have fun!

Reviews


GamedawgGamedawg

Rated 4.5 / 5 stars

Awesome!

A puzzel game, nice! I quite like this one. I got to around 4-6 then I got bored. I will have to see if I can revisit this one later.


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giantrobotbilgiantrobotbil

Rated 5 / 5 stars

Chip's Challenge!

I love Chip's Challenge!



NormalDayHellNormalDayHell

Rated 4 / 5 stars

Fun Game

It's a fun game and i enjoyed it but i found it way too easy :( Further it was a good design and no bugs :)



maybeifimaybeifi

Rated 0 / 5 stars

it waz good

till lvl six!!!!! wtf



HeroicDevilHeroicDevil

Rated 3.5 / 5 stars

Looks can be deceiving

I'll start with the obvious: this game is packaged well and is one of the better games on the site frontend-wise. The graphics are crisp and well-rendered. I especially liked the 3-D transitions between levels. The music was appropriate in tempo and mood as well, giving the overall appearance that this is a well done game, which it is...but also isn't.

The puzzles in the game were ok at best. I could tell without even reading the description that this was heavily inspired by Lolo on NES. So heavily in fact, that the only thing you didn't include was the ability to briefly turn enemies into eggs to use as crates. The puzzles in that game were legendary in their penchant for making you tear your hair out in frustration. The really tough levels not only required solving the layout, but you had to have lightning fast reflexes to do it. There was one way to solve the level and any mistep was failure even if you survived. YOUR levels on the other hand, kind of put me in the mindset of 'Oh, I just have to figure out how to block all the enemies before i get the last battery and stroll to the pod with very little danger.

The only danger that I actually came across was in the form of the sloppy controls the game employs. If you have to push a crate in a game like this, have the character snap to a more defined grid. Sometimes when I would tap up on the keyboard, Cubey would go up one square, while other times he would just continue moving until the second or third tap in a different direction. I tried to adapt to this. I made it to the third planet constantly telling myself the unresponsive character wasn't a good enough reason to rage quit. But there ARE puzzles in this game that require you to HOLD the directional key and release at the right moment. Tapping is too slow and gets you killed, and if you realease but the character decides not to stop you get killed. That really deteriorates the experience when you can solve a puzzle in your head before you even take your first step, but the game's controls won't let you execute.

If this game were a bowl of ice cream, the fun would be chocolate and the frustration would be strawberry. But it's started melting, so now the two flavors are all swirled together and you can't tell them apart. You really have something here. Lolo was pretty much overlooked by a lot of people in the NES heyday and htis game too has untapped potential. If you were to refine the controls and make them more usable, I think it would strengthen the game to the point where the uninspired puzzle design would hardly be a noticable concern.


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