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4.7/5 (328 votes)

Cube Droid Saves the Galaxy

Save the galaxy one block (and battery!) at a time in this deceptively adorable but challenging sokoban puzzler. When the galaxy is under attack, as Cube Droid you'll spring into action and visit different worlds to collect all the batteries you need, facing off against not only challenging level puzzles but lasers, cannons, saw blades, and other enemies that want to stand in your way.

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Walkthrough Guide


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Cube Droid Walkthrough

General Tips

  • There is one solution to each puzzle, but it won't involve everything in the level. There are often red herring pieces.

  • Try to focus on direct objectives, such as which enemy units you need to block off to get to the batteries and your ship.

  • Most often you can block every threat before touching the final battery. Occasionally, though, you might have to run for it.

  • Anything can block the line of fire of, say, a laser. Sometimes passing a laser, though, means travelling parallel to a moving character.

Level Step-By-Step Guide

Walkthought Notes

  • The screens demonstrate the step-by-step moving of blocks. Battery pickups are only shown if necessary for the puzzle sequence.

  • Sometimes you need to evade enemies or move a block at a specific moment. If you follow the screens in sequence, these moments will be obvious.

  • If a blue haze of some sort is in front of the character, it means teleport blocks have just disappeared from the play area.

Level 1

Level 2

Level 3

Level 4

Level 5

Level 6

Thanks to James Francis for the walkthrough!

19 Comments

While this game is certainly in the Sokoban family, it is a pretty clear homage to The Adventures of Lolo series on the NES(http://en.wikipedia.org/wiki/Adventures_of_Lolo)

Several of the enemies/obstacles are direct clones of those in the lolo games and the basic game play structure (collect all items and then reach exit)is identical.

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Steve beat me to the punch, but he's right. This game carries the spirit of the Lolo games quite nicely.

I half-expect to rescue a little pink cube at the end of all this, to be honest. :]

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On the upside, it appears to have intelligently ditched the guessing game of when you'll get a power shot or where the enemy will respawn when you block it.

I like the teleport block concept, especially when you have to think about how not to get the blocks to touch.

On world 3 now, and this is a pleasant experience. It's been far too long since Lolo had his last outing.

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Thanks for the review and the comments! I'm glad you liked the game :-)

Yes, inspiration definitely came from the Eggerland Mystery and Adventures of Lolo series and I'm glad it showed. We tried to make a game based on the same game-play without making a blunt copy, hence the similarities like the strange topdown/side view, the pacing of the game and some of the enemies. On the other side we wanted to get rid of some of the stuff we didn't enjoy too much back in the day, like having limited lives and fiddling around with the water flows ( and SirNiko hit the nail with his points as well ). Starting from that new base, all levels were originally designed which, by the way, was the toughest part of making this game.

Just a short reply to your comment in the review about the game's slowness; I can see your point because I do love fast action games as well ( see Tag Attack ) but this time we tried to keep close to the spirit of the original games which really is more about *thinking* how to avoid the enemy instead of outrunning them. I'd love to do a sequel with shooting and WASD/Mouse control, but that would probably bump the game to another genre :-)

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Good puzzler; it's nice to give the grey matter a little workout. Though I have to agree that the complexity and difficulty ramp are pretty good, I don't really know what to think of the playability.
The abovementioned slowness of the game usually isn't so much of an issue, except at point where Cubes responds to a change of direction 1 step later than I'd anticipated on (causing him to get fried/shot/sawn in half and me to be forced to redo the level). On multiple occasions I had the idea that the response is just slighty off.

What does really take the (remaining) speed out of the game is having to watch a variation on the same cut-scene after completing every level, which in my opinion does more to annoy than contribute to the experience.

That just leaves a peeve over cannons not being able to hit the ship I'm entering (which according to at least 1 law of physics should be bigger than Cubes himself), but having trouble nor scruple to shoot me in the back while I'm nearly there...

All in all it's a fun game, which I'll prolly complete at some point, but not one that leaves me hollering for more.

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Generally speaking, if you're failing a level because you're having trouble dodging an enemy you haven't found the correct solution. I've finished all the levels now, and with possibly two exceptions I could ensure my safety absolutely throughout the stage.

It was short and enjoyable, and the puzzles were pretty good. Like I said before, I'm glad to see the trial-and-error elements of Lolo were eliminated so the puzzle is left as a matter of pure logic. I really enjoyed the aesthetic of the planet being released from its prison with each stage.

I would have liked a little more variety to the stage design - graphical variations between worlds could have gone a long way towards making the game more exciting. Or at least, some more varied music.

All in all, though, it was a good game! The learning curve felt about right, and the puzzles felt like they explored all the game elements pretty thoroughly.

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Just solved all the 36 levels. Great puzzle!

Some of the levels I like most are 5-6, 6-1. I was expecting the last level would be super difficult. But it turned out to be not as hard as I thought.

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Thanks for your "civilized" feedback and critics. Generally the game has been received very well on the big gaming sites, so I'm definitely making a sequel. As soon as I can find the time, that is. Most of your suggestions made it already on my list :-)

Cheers,
bas

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Arrrgh. Can't solve 6-1 for the life of me. :[

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P.O.P. goes the weasel. XP

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Good to know there will be a sequel. It would be great if the new one comes with a level editor.

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Cheers Cyang, a level editor is high on my list, but it's something only few people will ever use and it takes a lot of time making/designing/testing to make it stable and easy to use. Nevertheless, like I said, it's high on my list just because I like the idea :-)

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Cube Droid Walkthrough

General Tips

  • There is one solution to each puzzle, but it won't involve everything in the level. There are often red herring pieces.

  • Try to focus on direct objectives, such as which enemy units you need to block off to get to the batteries and your ship.

  • Most often you can block every threat before touching the final battery. Occasionally, though, you might have to run for it.

  • Anything can block the line of fire of, say, a laser. Sometimes passing a laser, though, means travelling parallel to a moving character.

Level Step-By-Step Guide

Walkthought Notes

  • The screens demonstrate the step-by-step moving of blocks. Battery pickups are only shown if necessary for the puzzle sequence.

  • Sometimes you need to evade enemies or move a block at a specific moment. If you follow the screens in sequence, these moments will be obvious.

  • If a blue haze of some sort is in front of the character, it means teleport blocks have just disappeared from the play area.

Level 1

Level 2

Level 3

Level 4

Level 5

Level 6

Thanks to James Francis for the walkthrough!

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Really nice gameplay and the difficulty (somehow varying) is good to not start to frustrate one. But I never figure out, what the rank is supposed to mean.

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Gaah!
This is the mosty frustrating game ever. I don't know why, but in the later levels, my bot would randomly move multiple spaces even though I tapped the arrow key only once, meaning it kept overshooting its mark, running into lasers, pushing blocks too far, etc...
That turned out to make it pretty much impossible to play the final level. I finally gave up after about 50 resets and three page reloads.
It's unfortunate, because it completely ruined an otherwise great puzzler ...

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I really liked this one. I had to use the walkthrough link in the game a couple times. That last level was tough ... even with help lol.

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I really like this game to the point that I've replayed it about 10 times. Really wish that the developer would do the sequel that he mentioned 'two years ago'. .. :)

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Love this game ... they should make an android version of it.

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Thanks for the kind words after all these years!

Cube Droid is pending a sequel AND mobile version, but other stuff keeps popping up :-) It's definitely on the short-list though.

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