Most of these other options revolve around using items, like bombs that you’ll find within the wall. When the scanner runs over these bombs, they’ll detonate, taking out blocks within their blast radius. However, the different types of bombs and items are color-coded and will only activate if they’re in a horizontal or vertical row of similarly colored blocks. Other items will already be in play on some levels, such as a stationary laser placed at the bottom of the screen that will shoot out a block above it each time the scanner passes over it. The items contained within Exocubes add an additional and welcome level of strategy to the game.
Exocubes makes use of some simple graphic designs for the scanner, blocks, and transitions between different puzzles, but those simple designs are so finely tuned and polished that they look great. Exocubes even has a nicely animated opening video featuring the Cubert character, and while it doesn’t really add anything to the game, it’s a nice little touch that makes Exocubes that much better.
The game contains seven original music tracks, each unique and fitting for this game. Like in Lumines, the music helps add to the experience, but unlike Lumines, the scanners don’t move in sync with the beat of the music. That’s fine in Exocubes, because you’ll be more focused on frantically moving blocks around to remove them from play.
With about 50 levels and an adjustable level of difficulty, there’s plenty of replay value in Exocubes. Add to the fact that the puzzles do get harder and more complex, resulting in more “Game Over” screens at higher levels, and you might spend a lot of time replaying the game just to get to the end.
Considering that this is Gameeel’s first major attempt at making a PC game, I was quite surprised by the level of fun and the ease of game play that Exocubes has. While it shares some similarities to Lumines, Exocubes brings a few elements from other puzzle games and combines them into a great experience.








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