
Cubotrox is an addictive puzzle game that challenges you to complete pixel art images by managing falling neon-colored cubes. Catch, drop and rotate your way to victory in a game with retro-futuristic neon visuals and synth-retro-wave music that excels at being “easy to play, hard to master”.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, French, Italian, German, Portuguese - Portugal, Simplified Chinese, Russian
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
RUINED! by Time Attack levels! I would love this game but the time atack levels just ruin any fun i'm having by turning it into just frustration. The limited moves levels are fine, you have to think about getting it right etc but time attack and limited moves levels with annoying time attack just completely destroy any fun into controller destorying crap. Play the demo and realise the last demo level, the time attack one isn't a rare occurance but happens level after level after level in a row!
Tak tahle hra mě opravdu bavila.Lepší než skládat puzzle.Můžu jen doporučit! :) +grafika +ovladatelnost +kreativní úrovně To, že jsem tuto hru dostal zdarma nic nemění na rezenci!
[quote]Follow my Curator page, [url=https://store.steampowered.com/curator/41363546-Fruit-N-Doggie-Reviews/]Fruit N Doggie Reviews,[/url] so you can be updated whenever I post a new review.[/quote] [h1]Overall Rating – Seriously Flawed ★★☆☆☆[/h1] [h1]First Impressions[/h1] As I've been playing quite a few puzzle and platforming releases lately, I decided to find some spare titles for both of those genres. They are my most popular categories after all. Either way, this is how I found Cubotrox (CT), which had an interesting appearance for a puzzle game. If only I were any good at art, I might be a better candidate for this title. [h1]Gameplay[/h1] CT is a unique puzzle game, as it doesn't quite match any title I can recall. Unlike other puzzles revolving around constructing an image you might be familiar with, the way you're able to place the blocks here has a mechanical limitation. In order for a block to be placed anywhere on the grid, it has to make contact with a block that's already been set down. If it's an exact match for the image that's displayed there, it'll permanently lock into that spot, allowing you to place any other correct pieces adjacent to it. After a block has been placed down, correct location or not, a new block will spawn from one of the four sides. You'll automatically lose if there's a block in the way when a new one tries to spawn into that location. Now that this description has probably confused everybody, you're basically just trying to keep up with blocks loading in, by placing them into the matching image on the grid. https://steamcommunity.com/sharedfiles/filedetails/?id=3473488545 [h1]Controls[/h1] Honestly, since there are two inputs needed just for rotating, I often mixed up which buttons would rotate the piece I was holding, or the entire screen. In my mind, they overlap due to how similar they are. Otherwise though, from what I noticed, the game was responsive to all of my inputs, without having any problems with lag. [h1]Story[/h1] The best excuse I could come up for the actions in this title would involve some form of mass-production job, which is kind of depressing. Not including any story was probably the right call. https://steamcommunity.com/sharedfiles/filedetails/?id=3473488825 [h1]Visuals[/h1] Each puzzle takes place on a black background with a grid. There's a pattern outlined on each level, and some blocks have already been placed as a foundation. In a few cases, the design was meant to challenge the player, so no specific image was created, as shown by level 19. For the vast majority of puzzles though, this block-based system was used to design some kind of pixel art. It lacks the complexity of the best pictures or characters, yet with the references chosen, this still is used as a basis for fun, and to celebrate indie gaming. The one thing I dislike is how some lights flash, as it can be eye grating. [h1]Sound Design[/h1] I selected a variety of levels at random, trying to cover a range of numbers so I didn't miss when the tunes might have shifted, say from levels 1-20, and then 21-40. From what I observed, there's only one song that plays throughout the game. The only difference I noticed is when a level would have the parameter of limited time or moves added to it. Those levels had a more complex song playing in the background, and I could see it fitting the idea of trying to beat a higher challenge. Being limited to only two songs is pretty restrictive, considering there's 100 puzzles to solve. In theory, it might have been nice to designate various themes or “level packs,” which could have given a basis for playing a specific song during those puzzles. For example, having a perky chiptune in the background during video game themed puzzles, or a calming instrumental for anything associated with nature. Players might not have noticed this pattern, but it'd be a nice feature anyways. https://steamcommunity.com/sharedfiles/filedetails/?id=3473488408 [h1]Pros[/h1] 🌟 Since this game uses color, it allows for puzzles to reflect a wide range of interesting objects and images. 🌟 It's a unique style of puzzle game. [h1]Cons[/h1] ❌ The hardest point for any of these puzzles would be the very start. You don't get a chance to orient yourself to which colors are missing, or how you should approach placing the pieces. It throws too much information at you to process that quickly. ❌ Setting up pieces in awkward spots so you can get to an out of place goal area feels like it goes against how the game was meant to work. However, it's seemingly a requirement. ❌ Rotating the screen so often, and so rapidly, can make things disorienting. [h1]Tips[/h1] 🔍 Speed is important, but when it comes to getting a better score, I'd say accuracy is even more valuable. That seemed to be a common pattern when I'd earn a cubotrox. 🔍 Deleting a block you're holding onto, instead of having to place it in the wrong spot because the right space isn't available, doesn't ruin your combo or accuracy. [h1]Final Thoughts[/h1] There was an interesting idea here, but sadly, it takes very little to make a puzzle really difficult to solve effectively. If the pieces are made up of three or four colors, which are heavily utilized in that puzzle, it's really hard finding where each one is meant to go. Additionally, when you're relying on a crucial piece to spawn, but others keep getting in the way, you wind up distracted by junk, trying to see if there's somewhere else where they could go. It really surprised me how quickly the developers added complicating factors to make their game harder, when you hardly had a chance to learn how to navigate this unique style of puzzle. In my perspective, they got way too gung-ho, assuming more people would rapidly master this title, and have no problems keeping up with their difficulty curve. I'm not too proud to say this game was leaving me in the dust. Without a chance to learn it at a more reasonable pace, I lost my interest in making all these figures. [table] [tr] [th]PC Specs[/th] [th]Performance[/th] [/tr] [tr] [td]Ryzen 2700 RTX 2070 16GB RAM ADATA SSD 1920x1080 [/td] [td]The game ran without incident on default settings. 💖 - CT is healthy [/td] [/tr] [/table]
This game is fun and great to play. Some times can get really hard.
Very interesting and original puzzle game. Levels are diverse, sometimes you have limited time, limited moves, sometimes it is just for fun and highscore. At the start you can have a feeling that it is hard to control but when you get used to it, it is pretty handy and quick. This game has it's place amongst solid indie games and I am glad that I got it. The game could use a little more achievements, trading cards and maybe some sort of other possible game mods. There is still potencial to grow.
해당 하는 블록을 요리 조리 돌려가면서 마추는 게임이다. 단순하지만 재미 있는 부분이라고 생각 한다.
Okay, lets just start with a littany of issues, -The control system is fiddly, you get used to it but it can take _a long time_ before you are fast enough to cope with higher levels. -Feedback about overflowing the board, time running out, and moves running out are all denoted by the same sound. -The warning sound doesnt go off if any warning is still in place, so solve a problem and you can end up missing that a second problem silently turned up. -Any visual indicator of issues is often lost in the mess of whats being displayed. -RNG renders it a difficulty rollercoaster rather than curve. -It cant decide whether it is testing your reflexes or giving you puzzles, and consequently both suffer. -Pieces come in pseudo randomly so annoyingly often you can lose just by chance. -Blocks enter so fast on some levels that trying to grab or place will often leave you with the wrong block. -The game deliberately uses poorly coloured blocks on a half dozen levels to increase difficulty by blinding you to whats happening. -Some of the later levels are so deliberately maze like, while passing in blocks so fast, that you have to print screen and examine the board to stand a chance. (There is no ingame function to do this, and the alternative is losing over and over until you work it out.) -If blocks come in fast and land in the wrong place you lose instantly, no real way of avoiding it. -If a piece enters the board at the same time as another lands you lose instantly, no warning. -Seriously, losing instantly because of the computer dropping in blocks, when later levels drop them so fast and with move limits that mean you cant keep things entirely clear... screw that 'mechanic', the last level was literally a case of 2 in 3 games failing through no fault of your own. There is a lot of problems, its kind of a mess, and in a bunch of cases Im fairly sure there are pretty trivial ways to fix the issues up. (Like change some of the damn colours.) Yet, I gave it a recommend... because ultimately it kept me coming back for more. While all of the above can make it unfair regardless of your skill level, when things do go right then you noticably become far superior at polishing off levels. There is some real skill to this under all the problems, there is some really unique gameplay despite the issues with mechanics, and you do get a hankering for just one more game... Id be tempted to give it a neutral if I could because Im really not sure if drawing me back in for hours on end is enough. You can make something addictive that isnt necessarily good, but there is enough to it that I think its worth most people giving it a shot, especially if you can pick it up on sale.
VICIANTE AL EXPONENTE MÁXIMO
La verdad que es un juego que me ha sorprendido bastante la mecanica. Es sencilla y adictiva :)
Cubotrox es un arcade de puzles que consiste en encajar en el lugar apropiado las piezas que van apareciendo, rotando las propias piezas y el escenario para ello. Pros: - Tremendamente adictivo. - Desafiante en sus niveles, sobretodo en los más avanzados. Contras: - En algunos niveles resulta difícil distinguir ciertos colores a primera vista. - Jugado con mando se hace mucho más difícil o directamente imposible a partir de ciertos niveles. Conclusión: Cubotrox es un arcade de puzles de la vieja escuela. Adictivo como pocos y desafiante en muchos momentos. Los rankings de puntuaciones (tanto globales como por nivel) pueden hacer que el pique con los amigos o con el resto de jugadores sea una constante. Recomendadísimo para todos los amantes del género. Puntuación: 9/10
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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