- Release Year: 2015
- Platforms: Windows
- Publisher: Grab the Games
- Developer: Zonitron Productions
- Genre: Puzzle
- Perspective: Third-person
- Average Score: 4/100

Description
GooCubelets 2 is a puzzle game released in 2015 for Windows. Following up on the original, players face increasingly challenging and bizarre puzzles within the GooUniverse, utilizing their wits and dexterity to overcome new traps, buttons, and gameplay mechanics. The game’s quirky style and challenging puzzles offer a unique brain-bending experience.
Gameplay Videos
Guides & Walkthroughs
Reviews & Reception
metacritic.com : A lot of strange anomalies in GooUniverse have caused the creation of new puzzles that are so insane they could mess up your mind and turn your brain into ooze!
steamcommunity.com : You stole my time. You stole my completion ratio. 2% to be exact. Even if I delete the game from the account it won’t restore the completion ratio, the information can’t be removed from the database. You force me to do what I don’t want to do, because dying 366 times is stupid and a waste of time.
mobygames.com (4/100): The Megapuzzle was only the beginning…
GooCubelets 2: Review
GooCubelets 2, released in November 2015 for Windows, represents a curious case study in the independent puzzle game landscape. While it lacks widespread critical acclaim and boasts a meager player base based on available data, its existence within the broader GooCubelets series and its mechanics offer a fascinating glimpse into the challenges and opportunities facing small development teams within the increasingly competitive digital distribution market. This review will explore the game’s development, gameplay, narrative (insofar as one exists), and lasting impact, ultimately arguing that while it may not be a masterpiece, GooCubelets 2 holds a certain historical significance as a representative example of a niche puzzle title in the mid-2010s.
Development History & Context
GooCubelets 2 was developed by Zonitron Productions and published by Grab the Games. The team, according to available information, consisted of a small group of individuals with Vedran Bašek taking on the roles of CEO and programmer, Matija Lukman handling artwork, music, and voice acting, and Igor Županić assisting with artwork. Mario Novak, Vedran Vidović, and Vladimir Mikac contributed to level design. This limited team size is indicative of the independent development landscape of the time, where resource constraints often dictated scope and ambition.
The game’s release coincided with a period of explosive growth in digital distribution platforms like Steam, creating both opportunities and challenges for smaller developers. The ease of self-publishing was countered by the overwhelming number of titles vying for attention. The GooCubelets series, of which GooCubelets 2 is a part, suggests an attempt to build a franchise and establish a recognizable brand within this highly competitive market. The game’s presence on Steam Greenlight further emphasizes this strategy, relying on community interest to gain visibility within Steam’s vast catalog. Limited marketing and promotional materials suggest a focus on organic growth and word-of-mouth marketing, reflecting the financial realities faced by many indie developers.
Narrative & Thematic Deep Dive
GooCubelets 2 possesses a rudimentary narrative framework, best described as a loose framing device for the gameplay. The Steam store description hints at “strange anomalies” in a fictional “GooUniverse” that necessitates puzzle-solving. The tagline, “U JELLY?”, and the playful reference to “butter squishing fingers” suggest a lighthearted, almost absurdist tone. The overall story is minimal, serving primarily as a thematic justification for the puzzles themselves. There is no discernible plot, character development, or significant dialogue beyond the brief promotional text. The overarching theme appears to be the playful exploration of spatial reasoning and problem-solving, devoid of deeper philosophical or social commentary. The humor, while present, is simplistic and primarily reliant on puns.
Gameplay Mechanics & Systems
The core gameplay loop revolves around manipulating cube-like objects within a three-dimensional space. Players must use spatial reasoning and strategic maneuvering to guide a central green cube through various obstacles and challenges to reach the exit of each level. The mechanics are simple but require dexterity and precise control. The game seemingly uses a physics engine that governs the movement and interactions of the cubelets. Based on player feedback found in Steam discussions, issues such as cubelets getting stuck in irregular positions and glitches in achievement triggering indicate potential flaws in either the game’s physics or level design. The user interface is likely straightforward, focusing on intuitive control schemes necessary for puzzle solving, although details are unavailable from the provided source material. Information on character progression is absent—the core gameplay remains consistent throughout the game’s 50 levels (as indicated in various descriptions).
World-Building, Art & Sound
The game’s visual style, while not elaborately detailed, appears to be deliberately simple and stylized. The description alludes to a whimsical “GooUniverse,” suggesting a lighthearted and colorful aesthetic. Matija Lukman’s contribution to both artwork and music suggests a cohesive visual and auditory experience, but specifics regarding the art style (e.g., pixel art, low-poly) and the musical style are absent. The described “cartoony” movement of the cubelets indicates a focus on playful physics and animation, contributing to the game’s overall lighthearted atmosphere. The lack of detailed information prevents a thorough assessment of the overall artistic merit and effectiveness in enhancing the gameplay experience.
Reception & Legacy
The available data paints a picture of limited reception. MobyGames shows an average player score of 0.2 out of 5 based on a single rating, and no critic reviews are available. The Steam community discussions reveal some player frustration with achievements, particularly concerning changes made to the achievement system and issues with level completion and achievement unlocking. The relatively low number of Steam guides and user-generated content suggests a limited player base. Given the lack of substantial critical or commercial success, GooCubelets 2‘s impact on the gaming industry as a whole is negligible. Its legacy, therefore, is primarily confined to its position within the GooCubelets series and its contribution to the sheer volume of indie games released during the mid-2010s on platforms like Steam.
Conclusion
GooCubelets 2 ultimately serves as a microcosm of the challenges facing indie developers in a saturated market. Its simple mechanics and whimsical setting suggest an attempt to capture a niche audience, yet the lack of critical attention and a low player count indicates that this goal was not fully realized. Despite its limited impact, the game offers a valuable case study in the realities of independent game development, demonstrating both the potential and the pitfalls of creating and marketing a title within a highly competitive landscape. Its lasting significance may be less about its game design merits and more about its role as a representative example of a lesser-known puzzle game from a prolific yet overlooked era of indie game development. Therefore, its place in video game history is likely to remain quite modest.