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Cuberot | The progress

Posted by (twitter: @AnderssonKev)
Tuesday, December 9th, 2014 1:46 pm


This is a short text about the making of Cuberot. Feel free to ask anything or try out the game.

Design – Kevin Andersson (Twitter)

Art & Animations – Martin Rasmusson (Twitter)

Programming – Rasmus Jarl (Twitter)




In the beginning

So for two of us this was our first game jam, but that wouldn’t stop us. We had an idea that we wanted to explore and thought it would be fun.

So while Martin started to create different types of characters and Rasmus began with the programming, I tried to figure out how to even make something slightly fun with this interesting idea. So I used a dog toy and attached paper to the sides to make it easier to plan the level.

(sorry for potato quality)



Design choices

We had some cool ideas about falling water when you stood on the opposite side but we wanted the game to have the same visual standard all over so we decided to go with something else. Instead we decided to have some kind of light shining out of the cracks which saved us from “timing” the falling water and finding fitting sound effects for it. These kind of design choices where made so that we could save time and focus on other things.



Since we wanted to focus on the actual rotation feature and also to have a polished game we decided to go with simple game mechanics that wouldn’t be to experimental. But on the visual side we knew we wanted to express a feeling of mystery. Here I will show you some of the different stages of the level during development. As you might see we started off by making sure the basics worked such as rotating the cube and walking through a door. Later we tweaked the directional light and added some particles to test out the mood of the level.




Final hours

We are actually very surprised that we only worked on the game for 24 hours. We made sure we slept okay and didn’t rush to the office to work, the amount of time is split between two days and after we were done we just sat down and played SamuraiGunn.  Although during our final hours we still wanted to add a new feature and that was the sliding block. It didn’t fit in the original level we had, but we still used the existing puzzels and re-designed the level so that the sliding block would fit.


Last words and feedback

We thought that it would be nice to share the code and all the art to those who wanted to take a look at it. Best would be if someone learned something new from it.

The feedback which we’ve recieved have been warm and we are more than happy that people enjoyed the game. Because of all the positive response to the game we’re considering a possible future for it. But right now we’re just going to let all it sink in for a while.

To those of you who haven’t tried out our game yet, please do and let us know what you think.




Cuberot can now be played in Web!

Posted by (twitter: @AnderssonKev)
Tuesday, December 9th, 2014 4:34 am

Cuberot is done and it’s pretty neat!

Posted by (twitter: @AnderssonKev)
Monday, December 8th, 2014 2:52 pm

#Cuberot | Here’s an update for our jam!

Posted by (twitter: @AnderssonKev)
Sunday, December 7th, 2014 10:10 am

So now you can run through the game and it feels nice with the music and everything. We just need to add some more props to fill the level, but other than that it’s great.

A neat experience if I may say so myself.


Remember that if you like the game later, let us know by sending a tweet with #cuberot



Cubify progress

Posted by (twitter: @AnderssonKev)
Saturday, December 6th, 2014 8:55 am

Hello people!

Here is our entry to the LDJAM. We’ve got our idea figured out and after 6 hours we’ve got some basics up and running. I think that I will continue to post progress here in the comments.

We are developers from Zoink and this is what we do in this jam:

Design – Kevin Andersson (twitter: @AnderssonKev)

Art & Animation – Martin Rasmusson (twitter: @nenqu)

Programming – Rasmus Jarl (twitter: @RazeDux)



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