- February 14, 2014
- Doppler Interactive
Cube & Star: An Arbitrary Love
Platforms
About
Cube & Star: An Arbitrary Love is a surreal open-world exploration game that explores the creation of life and the pointlessness of existence. Players can choose from different views, such as Spindle, Perspective, or Data, to navigate the bizarre, colorful world. The game encourages players to spread color and joy, interact with strange creatures, and ultimately reunite the Ancient Cube and Star. This game is not for the faint of heart and offers a unique, mind-bending experience.
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- The game offers a unique and relaxing experience, allowing players to unwind while exploring a colorful world.
- The visuals and music create a charming atmosphere that many players find enjoyable.
- There is a sense of satisfaction in spreading color and discovering hidden elements within the game.
- Gameplay is repetitive and lacks clear objectives, leading to boredom for many players.
- The controls can be frustrating, with slow movement and limited interaction options.
- Many achievements are broken or overly grindy, making completion feel tedious and unrewarding.
gameplay
27 mentions Positive Neutral NegativeThe gameplay is characterized by a lack of engaging mechanics, with players primarily rolling a box around to collect shapes and spread color in an open world, leading to a repetitive and tedious experience. While some appreciate the minimalist approach and relaxing nature of the game, many find the absence of clear objectives and meaningful interactions disappointing, resulting in a sense of aimlessness and boredom. Overall, the gameplay is seen as simplistic and lacking depth, with a significant number of players expressing frustration over its mechanics and the absence of a save feature.
“The core mechanics are painting the world with color and collecting items.”
“While the gameplay so far has never diverged from 'roll around, color, collect, talk', I don't think it needs to; it's a testament to the philosophy that simplicity is key and sometimes overthought in the game design process isn't required.”
“In addition to the world being a clever mechanic, it also lends a hand to the relaxing nature of the game and imparts a sense of ownership as no two worlds will be the same, and you can feel proud of your coloring as you traverse your world.”
“You'll be quitting the game before you know what to do and discover the game mechanics.”
“I don't mind having not much of an objective when playing a game, but close-to-none is a bit too much, especially when the playability is not on the table and the gameplay is so repetitive.”
“I haven't mentioned a single thing about the gameplay because there is none - you hold arrow keys to roll a box around and pick up potentially tens of thousands of certain kinds of shapes while you bump into other shapes, and get cryptic and sometimes condescending messages on the topic of life shoved into your face, which even when I tried to read them I couldn't because sometimes the text faded too fast.”