I made this game during another internal game jam at Bossa, where we had two days to throw something together. Here's the original pitch email I sent around:
Pitch: "Based on THE blockbuster of the last century—CUBE (anyone saw that? No...? Okay).
In short, it’s WarioWare meets Fall Guys, and I’d probably been playing too much Disc Room at the time—sorry.
Four (?) players need to find the exit from a cube made up of several tiny rooms, each with a randomly generated deadly minigame. As you enter a room, the game is defined by two random spinning words: an action and a target (like 'Dodge the blades'). The key is figuring out what you’re supposed to do before you die.
Each room has four doors. Dead players can vote on which door to take next, but the last surviving player gets the final say. Just like in the movie, the room’s difficulty is based on its number—you can see it on the outside. Non-prime numbers are safe and have power-ups; prime-numbered rooms are deadly. I think that’s how it worked…
Chicken Dinner goes to whoever dies the least by the time you find the exit."
I started with a simple room setup inspired by Disc Room. The
After that, I added more variety, like a
I also prototyped a few interaction-based minigames, like the
At the end of the jam, I cut together a trailer to show the whole thing off. You can watch the final result here:
The game felt great from the start, so we moved straight into full production. I built a brand-new character controller from scratch—something responsive, easy to tweak, and satisfying to play. It all started with the jump: simple, consistent, and reliable. No matter the situation, the player always hits the same height, as shown in this
From there, I focused on slope handling. Adding a subtle bounce gave movement a nice flow, visible in this
Moving platforms were next. The player stays grounded and synced to them, even when they shift or rotate—this
To improve responsiveness, I added a jump buffer, shown here in the
For visuals, I added procedural legs to make the movement feel more grounded, shown in the
Once everything was polished, I integrated the controller into the level and ran gameplay tests, like the one shown in this
Finally, I experimented with special surfaces like sticky walls. Players could dash into them and slowly slide down instead of bouncing off. It added another traversal option, shown in the
Later on, we tried to find a strong theme for the game and decided to go with an Indiana Jones vibe. Each player became an adventurer trying to survive deadly rooms inside a trap-filled temple. We focused on reskinning the game and added more temple-themed hazards, like spinning blades and arrow traps, which you can see in the
We also added an online mode so you could play with friends, not just locally. The
The
After testing, we decided to return to the original lab theme, since the temple version wasn’t received as well as we’d hoped. But this time, we polished everything—added giant monsters, trapdoors, and deadly green lab water. I recorded and edited a new trailer featuring the updated lab version, which you can watch here: