Every once in a while, you play one of those games where it just makes one wonder how exactly it got published in the first place. Usually, this is due to a woeful lack of polish or because some part of it could be argued as being fundamentally broken, be it due to core game mechanics or unforgivable performance issues. Unfortunately, Cube Blitz is one of these games. While the basic idea of the gameplay is solid enough, it's so mired in mediocre presentation and design that the entire experience is difficult to recommend.
The premise is quite simple and works relatively well, in theory. A crane on the top of the screen runs back and forth, occasionally and randomly dropping one of three block types: Gems, Stones, and Industrial Bricks. If too many stack up and cross a line placed higher up on the screen, a timer counts down and it's game over if you can't clear the blocks in time. Points are acquired when a gem block touches the ground and it's up to you to tap on stone blocks to clear them out of the way. However, industrial bricks cannot be destroyed by any amount of tapping, meaning that they can only be destroyed by using one of the four bombs available on the side of the screen.
The key problem with this is that bombs take several minutes to recharge and, because block types dropped are seemingly picked at random, this makes most games virtually unwinnable. Most of the times we made a run at trying to clear a level, it ended with the screen being filled predominantly with industrial bricks that were impossible to clear because there were no bombs left. This was not due to poor judgement earlier in the round either, as there were multiple situations where the screen rapidly filled with industrial bricks. One would think such a glaring and easily fixed flaw in the basic game design would've been weeded out prior to release, but alas, this completely derails what would've otherwise been a rather enjoyable puzzle game.
On top of this, a pause button is nowhere to be found, instead it's been replaced by an instant quit button. This means that if a player were to tap the "+" button expecting to pause the game for a moment, they'd instead be devastated to see the game kick them back out to the main menu screen, completely and unapologetically wiping any progress that'd been made. Sure, the Home button still works to pause it, but many a game has been lost by an accidental tap of the wrong button. Such an obtuse design choice comes across as extremely lazy and shortsighted; a basic pause menu with the option to either quit or resume would completely alleviate this issue, and it wouldn't take a significant amount of effort to implement.
Presentation is lacking as well, going with a barebones approach that can be described as functional, but not much else. Upon booting up there are four "modes": Regular, Medium, Hard, and Insane, with the only difference between any of these being a marginally adjusted drop speed for the blocks. It doesn't make any difference in the long run, as drop speed is still positively glacial at its fastest. There's also a tab on the bottom that fills players in on how to play the game, but it's riddled with poor grammar and completely omits some valuable information, such as how a tap of either of the shoulder buttons speeds up gameplay. Perhaps this was omitted for a reason, though, as too many blocks on screen deals a big blow to the frame rate and causes the game to jitter and chug along.
The repetitive, somewhat jazzy background music rounds off the whole package by being mostly unexceptional and irritating; it's the kind of stuff you'll likely be muting during extended play sessions.
Conclusion
Though it gives us the barest glimpse of a decent puzzle experience, Cube Blitz is most definitely not a good game. Issues both with performance and the basic gameplay make the this a struggle to push through and there's virtually nothing else to see here. The clunky and generic presentation feels both lazy and uninspired, making this one we'd suggest you pass on.
Comments 14
@Inkling
What's your game?
@Inkling dude you've said you have a game coming out so many times that it's totally lost all meaning...
@Inkling Use reviews like these to inspire you to make it not crap then
I liked it!
Yeah, this one's pretty painful.
I love how epic the trailer is.
Eeh. I didn't know how bad I made this game out to be. Perhaps it could use a bit of polish.
@chris_of_ws I don't know anything about programming, but couldn't they just patch up the issues? If it doesn't cost much, the music could also be updated (I know about music, it ain't cheap nor easy to acquire rights/composer)...
@Platypus101 I'm the creator of this game. I'll polish it up and add a lot more features once I finish this second title.
@chris_of_ws Kudos to your cool reaction regarding this review. If only more developers were as mature.
@chris_of_ws Yeah, really, I've seen other developers on here get all defensive and offended when they saw their game get a low score. It's not a personal statement at all, but some do understandably take it that way because they invest lots of time into making a game.
However, I personally don't believe in the "everyone gets a prize" mentality; a game should be reviewed and scored based on its merits alone, there isn't a minimum score that should be awarded just because a developer tried their best. That being said, it pains me to give games low scores and I always hope the developer learns from the points made so their next attempt will be that much better. I like your attitude towards this, it sounds like you're open to learning from your mistakes rather than pretending they don't exist and continuing on without fixing them. What's your next game like?
@MitchVogel
My next game is called 'Sketch Wars' . in a sense.. take a teaspoon of Draw something. Spice it up with a competitive edge filled with Achievements, 5,000 Words, 25 categories including a 'Act it out' category instead of drawing it. with an interesting single player mode.
Sketch Wars was heavily inspired by Draw Something as I always loved that game but wish that there was a challenge mode or party mode so that I can play with a group of friends for game night. Thus it was born. featuring 5 players (4 Wiimotes and 1 gamepad) for singles or play in a team mode where the team leader holds the wiimote on each team to make a guess at what the Artist is drawing.
There is more game modes planned and being worked on. We want to spend more time on this title.
As for the review, It is what it is.. a review. it's honest.. I prefer people to be honest. I appreciate you reviewing it.
@chris_of_ws
I was hesitant to ask these questions at first but you seem like a cool cat. Bear in mind that I have no experience with game design, but are consumers supposed to buy a new title from you after seeing what qualifies as a "finished" product in your book? Shouldn't the game that people have already paid for take precedence over a new IP? Reputation is everything in a focused community like the Wii U consumer base. Good luck and thanks for following through with responses as opposed to leaving us dead in the water.
P.S I bought the game and respect the direction of it, just surprised at the lack of variety and intuition.
@GotchaForce4
Oh no no I plan to update the game personally. I was mentioning that I do have the second dev team working on a new title while I make the changes and updates to this game.
I don't mind the questions at all. So keep em coming. The new update will be a bit more polished and include some new features.
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