
Gubble is a 3D action puzzle maze game featuring Gubbe D Gleep as he escapes each level by removing all of the screws, nuts and bolts.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Good game. No violence, so awesome. I love Gubble and his world and his purple yeah. Gubble is
you give me a game with penis music, i give you in return uhhh....$9.99. will you accept my mouneee if my schlong decided to unhinge itself from my body and grow its own little pair of arms and legs, it would be more than happy to breakdance to the strange, weird, upbeat, goofy penis music for hours and hours on end. someone cooked here.
Gubble
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
When life gives you lemons, when it's giving you trouble When things are going south and it's making you stumble When not much else makes sense but you're stuck in a bubble Take a breath, stretch your legs and play some ♥♥♥♥♥♥♥ Gubble dude, what the hell else did you think I was going to say here
In the list of "favourite childhood games that should've alerted my parents that I was autistic," it's pretty high up there. Literally just some fun puzzle solving.
i bet my friend orcahedron is a big fan of this game
Gubble? more like Awesome! but yeah this is a fun little puzzle game, real good romp if you know what the catch the drift im talking is. good/10
Nostalgia pura!! Muito bom!!!!!!!!!!
This game taught me how to use a screw driver.
This is a nearly-lost to time PC game from the 90's that I can best describe as Pac-Man where the pellets have to be consumed with power tools. I went and played this for nostalgia purposes since I played it as a kid and never beat it (and couldn't really play it again given the CD I have isn't going to work on PC), but it actually holds up very well, despite the garage-developed PC game graphics and some jank here and there. It's clearly aimed at kids given the design and character audio (and one of the secret enemies is definitely just some ms-paint drawing by a kid), but be warned that this game is surprisingly hard on the most difficult setting. Some of the far later levels had me dying around 10 times to beat them (and the bonus level inside). Also has a nice catchy little midi soundtrack. The gameplay is deceptively unique. It at first glance looks just like regular pac-man with some tools, but you can't defeat enemies at all; instead you need to take a number of other available options to deal with them. The first available option (explained in the tutorial) is to fly above them, but some enemies can counter this by being too tall or having their own ability to jump. The second is to "block/parry" them by dropping your power tool in advance at the right time. Normally movement (single direction or multiple arrow keys for quick diagonals) is continuous, but if you press the thruster button/spacebar on a tool, you don't just thrust like normal, but you do so and stop moving entirely. This means that whatever tool you dropped is stationary below you, and so long as you don't move, you can use this to stay safe above the tower from any enemies that can't jump diagonally or fly (and this is also important for blocking projectile rockets/cannonballs). This is not explained by the game, but is EXCEPTIONALLY important if you want to beat it — on "difficult" mode at least. You are't going to be able cleanly navigate around enemies in a lot of instances. The third is to re-position the enemy themselves or distract them. It's not mentioned by the game but is obvious early on; the tools you use block non-flying enemies (or enemies that jump diagonally when the tool is too close), so you can place them in locations to force enemies to move around more then they would need to — place them in key bottlenecks to prevent enemies from accessing an area entirely — or simply use them as walls to seal off projectile sources. Enemies can only turn around when given a space to the side (intersection or open space), or at a dead-end, so if they bounce off your tool or another enemy and turn down a long path, they need to go the whole way around. Combine this with repositioning fast enemies by intentionally flying away to a different location to make the pile of 6 or so of them scatter to chase you, only to loop back around to finish the job... and you have a lot more options to consider then you would in a normal Pac-man styled maze game. Even the tools have unique differences to note; some have differing speeds at which they remove the fasteners, some are used specifically to remove level obstacles only (where removing them all isn't required, like the concrete block removable only by the sledge-hammer), and there's even one which isn't reliably safe to use as a blocker because it's so tall that you not only can't fly over it without grabbing it every time, but it means that when you drop it you can't easily get back on it without re-positioning. The level design is fairly simple being an isometric pac-man setup, but it does the job well... most of the time. There are a few bonus levels far later on that I would say cross over into being poorly designed; two come to mind specifically that involve you being incredibly fast out of the gate to avoid death (with one requiring use of secrets to beat it at all against an awful looking ms-paint enemy that only appears in two levels), a level that has the bonus stage locked behind required damage, and the final level which involves you too often going off screen to path around and avoid missiles from robots in awkward positions. In addition, there's no way to know where bounce pads go in many cases without taking them, sometimes earning you free damage which is poor design. Aside from that I have no complaints here; 4-5 levels out of the total is the amount I really had issue with the design of, and that's not bad given the 150 levels (which is really about 103 or 104 main levels with the rest being secret levels or bonus stages). Enemy variety is good too, with about 8-9 unique enemy types and 3-4 traps (mines and damaging bounce pads) alongside that. Keep in mind that 2 of those enemy types have a lot of re-skins for them; there is one enemy type that just keeps to a path, and another that will directly try to reposition itself to your position. Those enemies can use a bunch of different sprites, but basically do the same thing — while the remainder of the enemy count use unique sprites. The enemy speeds can also vary intentionally by a lot based on the level, so some levels have a set of enemies that move fairly slow, and some have them running around at mach 3 simply because they do. The last thing to note about enemies is that the game does have some old AI/design jank; you'll want to be careful where you place tools, as sometimes it can result in an enemy spazzing out and getting stuck if you drop it too close to them while they are in a dead-end corner. If you do this, you are asking to take damage or die. I do feel the need to note that the isometric perspective can make dealing with projectiles more difficult than it should be. You often need to fly over or under enemies and projectiles to avoid damage, and while normal enemies (like the spring enemies or UFOs) have shadows that make it easy enough to know their position, the rockets and cannonballs don't, so it can be difficult to gauge flight position. The last few things I would like to note are the differences between versions; there aren't any cutscenes and I remember the original PC version having pc level cutscenes where it would spin around the level. I also know there's apparently cutscenes in the playstation version, but here there isn't much of that. Also even though it's a port... it does run in a janky window and lack a lot of options. Separately; this game can be difficult, but the original version was much, much less forgiving. In this version you re-fill health after every level, have infinite saves, and have auto-saves. In the original, you had to ration your saves like resident-evil ink ribbons, as health damage would stay between levels, and the only way to heal was to pickup a healing power-up or consume a save-sign. While I wish there was an option for this to be toggled on for authenticity, it's not a bad thing for it to be easier, and it will make it more enjoyable for most who decide to give it a try. I know now having fully beaten the game that I'd only gotten just under-half-way as a kid, and now having fully beaten it as an adult... I'm not surprised I never beat it. It took be about 8 hours on the hardest mode, but I suspect it would have taken me at least 12-14 if I had to plan out save-game/healing routes or start a fresh-save to reserve saves. Overall? It's definitely a old-janky 90's PC game for all of the good and bad, but I had a lot of fun re-experiencing it, and for 10$ it was 100% worth it to me (especially for 7-8 hours). It plays surprisingly well and has a lot of neat ideas that I never saw re-done in any other pac-man styled maze-games later on. I'd give it an 8 out of 10 on a regular game "reviewer" rating scale. If you like pac-man or other similar arcade styled maze games — and you can get past the garage-made 90's graphics and some of the jank — then I recommend giving it a try.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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