- Release Year: 2015
- Platforms: Windows
- Publisher: Grab the Games
- Developer: Zonitron Productions
- Genre: Puzzle
- Perspective: Diagonal-down
- Average Score: 40/100

Description
GooCubelets is a diagonal-down puzzle game that challenges players to become ‘cubastic’ as they control a unique ‘cubelet’ character. The core premise involves navigating through ‘gooiest platforms’ and solving a series of ‘mind-blowing puzzles.’ As the cubelet progresses through levels, it gains new skills and knowledge, all essential for ultimately confronting and passing ‘THE MEGAPUZZLE’.
Gameplay Videos
Guides & Walkthroughs
Reviews & Reception
steamcommunity.com : If GooCubelets were still offered on Steam Store, I would only recommend it if you have great patience… As it stands I say to anybody, now that GooCubelets is de-listed: They are not missing out on much.
mobygames.com (20/100): Average score: 1.0 out of 5 (based on 1 ratings with 0 reviews)
metacritic.com (60/100): User Score Mixed or Average Based on 8 User Ratings
howlongtobeat.com (40/100): 40% Rating
GooCubelets: A Glimpse into the Gooey Depths of Indie Minimalism
1. Introduction
In the annals of video game history, there exist titans and triumphs, but also countless curiosities, fleeting phenomena that, for better or worse, capture a moment in time. GooCubelets, released on September 1, 2015, for Windows, is one such title – a minimalist puzzle game that, despite its humble origins and largely obscure existence, spawned a surprisingly prolific, if equally overlooked, franchise. As we delve into the world of GooCubelets, we uncover not merely a simple game, but a microcosm of mid-2010s indie development, a testament to iterative design, and a stark reminder of the challenges inherent in crafting enduring appeal from fundamental simplicity. This review will meticulously deconstruct GooCubelets, examining its genesis, its abstract narrative, its core mechanics, aesthetic choices, and its peculiar reception and legacy, ultimately placing it within the broader tapestry of gaming.
2. Development History & Context
GooCubelets emerged from Zonitron Productions, an indie developer operating under the publishing umbrella of Grab the Games. The game’s credits reveal a lean, dedicated team of six individuals, five of whom were core developers: Vedran BaÅ¡ek served as both C.E.O. and the sole programmer, indicating a highly centralized development process. Matija Lukman handled both artwork and music, crafting the game’s sensory experience. The crucial task of level design was shared by Vladimir Mikac, Mario Novak, and Vedran Viddvić, suggesting a collaborative approach to the game’s puzzle challenges. Rafal Kokosza received a special thanks, highlighting potential external support or consultation.
The game’s release in 2015 positions it squarely within an era defined by the rise of digital distribution platforms like Steam Greenlight (under which GooCubelets was categorized), which democratized game development and allowed a flood of independent titles to reach players. This period was characterized by both groundbreaking innovation and a glut of smaller, often unpolished, experiences. GooCubelets was built using the Unity engine, a common choice for indie developers due to its accessibility and versatility, though this would later contribute to some of the game’s technical quirks. The business model was commercial download, catering exclusively to a single-player Windows audience.
What stands out in its development context is the immediate and rapid succession of sequels. GooCubelets 2 followed in the same year (November 2015), with GooCubelets: OCD, The Void, The Algoorithm, RGB, and Color Blocking all appearing in quick succession through 2016 and 2017. This suggests a development philosophy focused on rapid iteration and expansion of a core concept, likely leveraging the shared engine and asset base to produce new content quickly. It paints a picture of a studio committed to exploring the boundaries of its initial “goo” and “cubelet” premise, even if the foundational game itself was minimalist.
3. Narrative & Thematic Deep Dive
The narrative of GooCubelets is less a traditional story and more a philosophical premise, communicated primarily through its evocative (and somewhat tongue-in-cheek) official ad blurb: “To cube or not to cube, that is the question! There’s no question about it – you need to become cubastic and cube around the gooiest platforms ever to be cubed around on.” This opening immediately establishes a whimsical, almost existential tone, playfully subverting Hamlet’s iconic soliloquy to introduce the central mechanic and thematic preoccupation: the very act of “cubing.”
Players are cast as a singular “cubelet,” tasked with indulging in “the most mind blowing puzzles ever to be witnessed.” The journey through the levels is framed as a process of growth and enlightenment: “As you progress through the levels, your cubelet will learn new skills and obtain new knowledge which will enable you to pass through the final puzzle a.k.a. THE MEGAPUZZLE.”
While devoid of characters, dialogue, or a traditional plot arc, GooCubelets hints at an abstract thematic undercurrent. The concept of “becoming cubastic” and “cubing around” suggests a form of spiritual or intellectual ascension tied directly to problem-solving. The “Megapuzzle” serves as the ultimate goal, a symbolic apex of knowledge and skill, implying that mastery over the game’s mechanics equates to a profound understanding of the “GooUniverse.” The sequels expand on this lore, referencing “strange anomalies in GooUniverse,” “goo nebula formulae,” and the creation of “The Algoorithm,” suggesting a cosmic, almost Lovecraftian scale to this seemingly simple world of cubes and goo.
The game positions the player as a “chozen one” in this “Goolaxy” (as stated in The Algoorithm‘s blurb), imbuing the abstract puzzle-solving with a sense of destiny and importance. Ultimately, GooCubelets crafts a surprisingly rich, albeit implied, thematic landscape that elevates its simple mechanics into a quest for existential mastery within a whimsical, gooey cosmos. The humor in the ad copy (“butter squishing fingers,” “makes other people jelly”) adds a layer of self-awareness to its abstract pretensions.
4. Gameplay Mechanics & Systems
At its core, GooCubelets is a single-player puzzle game played from a diagonal-down perspective, emphasizing spatial reasoning and sequential action. The gameplay loop revolves around navigating and manipulating blocks within confined, “gooey” platforms. The fundamental mechanics, as gleaned from player descriptions, are starkly simple:
- Direct Control: Players directly control a “blue block.” This is the primary avatar through which all interactions are initiated.
- Indirect Manipulation: The blue block can be used to “push a green or red block.” This introduces the concept of environmental interaction and multi-step solutions, where the player’s direct control is extended through physics-based (or pseudo-physics) interactions with other elements.
- Obstacles: “Yellow blocks” serve as immovable barriers, restricting movement and forcing players to find alternate paths or solutions.
- Progression: The ad blurb mentions the cubelet learning “new skills and obtain new knowledge” as players progress. While the exact nature of these “skills” isn’t detailed, it implies a gradual introduction of new mechanics, block types, or environmental elements that add complexity to the puzzles, culminating in “THE MEGAPUZZLE.”
The game’s UI is not explicitly described, but given its minimalist nature and the genre, it’s likely to be clean and unobtrusive, focusing entirely on the puzzle space. There is no mention of combat or traditional character progression in the RPG sense, aligning with the pure puzzle genre.
The innovation, if any, lies in its commitment to this minimalist toolkit. While the mechanics themselves are not revolutionary, the challenge comes from how these few rules are combined in increasingly intricate level designs. However, this very simplicity proved to be a double-edged sword. As one candid Steam reviewer noted, while the puzzles can be “fairly well-designed” and “challenging, but still possible,” the “gameplay is horribly simple.” This “simplicity outstays its welcome,” leading to a feeling of “long-lasting redundancy” that makes further progress “not interesting enough anymore to bother.” The core loop, despite the promise of new “skills and knowledge,” appears to lack sufficient variety or depth to sustain engagement for all players, particularly those expecting evolving mechanics.
Technical issues also plagued the game, with discussions mentioning crashes on Windows 10 and colored tiles not appearing, requiring users to manually force DirectX 9 rendering or adjust graphics card settings. This lack of polish could detract from the puzzle-solving experience.
5. World-Building, Art & Sound
The world of GooCubelets is abstract and largely implied, built upon the concept of “gooey platforms” within a broader “GooUniverse” or “Goolaxy” (terms that appear in the ad blurbs for its sequels, but inform the conceptual foundation of the original). This suggests a fluid, perhaps malleable environment, where traditional solid ground is replaced by a squishy, organic substance.
Visually, the game exhibits a distinctive aesthetic. A Steam reviewer described it as having an “eerie appeal,” with “graphics contrast strongly, to the point they are unsettling.” This strong contrast, however, is credited with making it “easy to see what’s there and tell apart the pieces that matter.” This implies a functional, perhaps stark, visual design where clarity for puzzle-solving takes precedence over lush realism. The unsettling quality could stem from unusual color palettes, minimalist block designs, or an ambiguous environmental context. Despite being unsettling, the visuals successfully convey information, a crucial aspect for a puzzle game.
Matija Lukman, responsible for the artwork, crafted this unique visual language, complementing it with the game’s music. While the specific style of music isn’t detailed, its contribution to the “eerie appeal” suggests an atmospheric, perhaps ambient, score that underscores the game’s abstract and somewhat disquieting atmosphere. The combination of strong visual contrast and potentially unsettling audio design contributes to an experience that is distinct, if not universally acclaimed for its beauty. The overall impression is one of an abstract, almost void-like space, where the “goo” and “cubelets” are the primary, almost sole, inhabitants.
6. Reception & Legacy
The reception of GooCubelets was, to put it mildly, lukewarm to poor, particularly within established review aggregators. On MobyGames, it holds an average player score of a dismal 1.0 out of 5, based on a single rating with no accompanying written review. Metacritic paints a slightly more nuanced, though still unenthusiastic, picture: critic reviews are “tbd” (indicating none were officially cataloged), but user scores average 6.0 out of 10 from 8 ratings, with 50% positive, 13% mixed, and 38% negative. This suggests a niche appeal, but a significant portion of players found it lacking.
The most detailed player feedback comes from a Steam community review which highlights the core issues: while acknowledging “fairly well-designed” and “challenging” puzzles, the reviewer criticized the “horribly simple” gameplay that “outstays its welcome,” leading to a sense of “long-lasting redundancy.” The ultimate verdict was that players “are not missing out on much,” especially after the game was delisted from the Steam Store. Another Steam user, however, appreciated it as a “nice change of pace” from action RPGs, underscoring that its minimalist approach could appeal to those seeking variety.
The game’s legacy is perhaps more significant for what it spawned than for its individual impact. GooCubelets was the progenitor of an extensive series, with GooCubelets 2 (2015), GooCubelets: OCD (2016), GooCubelets: The Void (2016), GooCubelets: The Algoorithm (2016), GooCubelets: RGB (2017), and GooCubelets: Color Blocking (2017) following in rapid succession. This prolific output in a short timeframe suggests a “quantity over quality” approach, or at least a highly iterative model common in the mid-2010s indie boom, where developers rapidly built upon a foundational concept, often reusing assets and mechanics. All games in the series were identified as “Steam Greenlight games,” reflecting their entry point into the market.
However, the game’s delisting from Steam is a critical part of its legacy, signaling its eventual removal from widespread availability and further cementing its status as a minor, ephemeral title. Technical issues, such as incompatibility with Windows 10 for some users and graphics card conflicts, also contributed to a less than ideal user experience, likely hindering its broader appeal and longevity.
In essence, GooCubelets represents an artifact of the indie game explosion, a game that struggled to find critical acclaim or broad commercial success but served as the foundation for a developer’s continued exploration of a minimalist puzzle concept across numerous sequels. Its influence on subsequent games is negligible, but its existence provides a fascinating case study in rapid-fire indie development and the delicate balance between simplicity and sustained engagement.
7. Conclusion
GooCubelets stands as a peculiar entry in the pantheon of puzzle games. It bravely, or perhaps naively, posed the existential question “To cube or not to cube,” inviting players into a world of “gooey platforms” and “mind blowing puzzles.” Developed by Zonitron Productions with a small team, it represented a minimalist approach to puzzle design, relying on core mechanics of direct block control, indirect pushing, and static obstacles. Its abstract narrative, driven by ad blurb philosophy rather than explicit storytelling, hinted at a journey of cubastic enlightenment towards “THE MEGAPUZZLE.”
Visually, its “eerie appeal” and strong graphical contrast created a functional, if unsettling, aesthetic, complemented by Matija Lukman’s atmospheric music. However, this radical simplicity, while offering an initial challenge, ultimately led to what many players perceived as redundancy, a core gameplay loop that “outstayed its welcome.” Coupled with technical issues on modern operating systems, its player reception was largely negative, culminating in a dire 1.0/5 average on MobyGames and a mixed 6.0/10 on Metacritic from users.
Despite its individual shortcomings and eventual delisting from Steam, GooCubelets‘ most enduring historical significance lies in its role as the progenitor of a remarkably extensive, though equally obscure, franchise. It exemplifies a particular moment in indie game development where rapid iteration and the constant pumping out of sequels, often built on a minimalist foundation, was a viable strategy. While not a classic by any measure, GooCubelets offers a valuable, if cautionary, tale about the pursuit of simplicity in game design and the critical importance of evolving mechanics to maintain player interest beyond the initial “goo.” It is a game that, for better or worse, cubed around until it could cube no more, leaving behind a curious legacy of unfulfilled potential and prolific progeny.