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A Simple Introduction - Project Cube

6/18/2025

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Here, at this great crossroads of life we call mid-July, I have decided that now's the time to introduce a game where none of the art is done and several loops have glaring issues. But it is really, really cool.
Like a parent with no connection at all to what cool means, I do think Project Cube is a dynamite idea. Writing it out, it's an active-battle RPG. Using more words, it's a tiny little universe that I'm compressing first, then exploding with lore, with a unique battle system, a much more calculated approach to random encounters, focused loot - you know what? It's just the opposite of everything I really don't like in RPGs today.

Grabbing Octopath Traveler 2 out of my memory hole as an example, I've really struggled to move my way through it. The first one was a visual delight that did enough to help me find some credits and then some. Come the sequel and Jesus tip-toe-through-the-tulips Christ have I been turned away from it for doing exactly what a sequel should do in the worst ways. "Bigger, better, more" is the motto for sequels and that all applied to boss health, random mob time to kill, and general enemy defense. The friction of the grind is too much for my time-addled brain and thus, it holds up my golden throne.
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With Project Cube, I'm striving to turn the leveling experience into ribbons as opposed to a giant blanket. You won't have to crochet together a level after an hour of grinding. You won't have to go into a boss twenty levels under cap sweating bullets. The general loop will revolve around individual interactions empowering your overall character, and that injecting into both stats and passives.

​Sound conceptual enough? Good, then I've introduced it appropriately.
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Battles are going to be roughly a fourth of the interactivity, and they're going to be one of my favorite things I've ever hated to build. The idea here is to be a simplified, less clunky version of Little Big Planet with a dash of Sekiro's rhythmic pace. I want to evoke that wild thrill of defeating enemies in Dark Souls with new instruments and sheet music. No, this won't be a Souls-like, but there are some under-utilized aspects of that GOAT-ed series that could use more spotlight in my opinion. 

These battles will be small-scale and intimate, usually staying one-on-one to encourage more intense encounters. While the game itself will be primarily 2D, I want battle to play with the Y-axis just as much as it does with the X. A brawl that climbs and widens as it goes just sounds thrilling, so I'm going to play with that toy a little to see what tunes I can make it sing.
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Have you noticed my musical allusions throughout this post, detective? Well, well, well, I suppose I have to spill the beans now - I want this soundtrack to be both original and amazing. My mantra for some tunes in my head is "Sci-Fi Drive-By". I love warbling, lo-fi space tunes, and adding in a hefty chunk of chaotic urgency will just...mm *chef's kiss*.

Last but not least, the story. The...story...of the...story...it's gonna be a lot sandwich with some too-much sauce. But it's also the story that will save our generation from decay, so...I guess that's a good trade-off. The core concept revolves around what holds us together on various levels - relationships, planets, the universe, communities, dogs etc. When one breaks, how do you survive? How does it change you? What about when someone calls you to give yours up for a greater cause?

Next time I come through, Project Cube will be a teenager with all the rough edges and smooth looks you should expect. This is my "big one" to be clear, meaning this one feels like a multi-year solo project - which is fine. That's what I signed up for when God gave me this raging, throbbing...brain.

Tune in, stay throbbing, and remain still. Their sight is based off movement... 
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