Cube Survivor

Role: Game Designer Platform: Mobile Engine: Unity Game Engine Production Date: January 2023

THE VISION

Design Pillars:

  • “Tactical Movement Meets Automatic Mayhem” – You move. The dice destroys.
  • “Dice as the Hero” – The weapon isn’t just a tool—it’s a character, with its own story and chaotic personality.
  • “Evolving Chaos” – Build power through unpredictable combos, stacking abilities, and surviving the storm.


CORE GAMEPLAY

Control Simplicity, Tactical Depth:

  • Joystick-Based Movement:
    Easy one-thumb control, focused entirely on dodging and positioning.
  • Automatic Dice Combat:
    The dice independently hurls itself at nearby enemies on a cooldown—dealing AoE damage both mid-flight and on impact.
  • Power Unleashed on Impact:
    Each time the dice lands, a magical effect is triggered—random or chosen from your arsenal of powers. The twist? These powers are wildly different, often synergizing in surprising ways.


SIGNATURE POWERS

Control Simplicity, Tactical Depth:

  • Joystick-Based Movement:
    Easy one-thumb control, focused entirely on dodging and positioning.
  • Automatic Dice Combat:
    The dice independently hurls itself at nearby enemies on a cooldown—dealing AoE damage both mid-flight and on impact.
  • Power Unleashed on Impact:
    Each time the dice lands, a magical effect is triggered—random or chosen from your arsenal of powers. The twist? These powers are wildly different, often synergizing in surprising ways.


SIGNATURE POWERS

I designed these dice impact abilities with visual pop, mechanical variety, and combo potential in mind. A few standout favorites:

  • Tesla Coil: Spawns a static turret shocking enemies in its radius. Great for crowd control zones.
  • Holo Fist: Buffs the dice with a massive, glowing hand—wider hitbox, higher knockback. Good for tunnel maps.
  • Shadow Clone: Drops a decoy that taunts enemies, then explodes. Combines stealth with burst damage.
  • Black Hole: Creates a vortex—draws in enemies, then crushes them. Great for timing with dice cooldown.
  • Ricochet Turtles: Bouncing projectile chaos—especially strong in tight corridors.
  • Thunder Strike Cloud: Periodic lightning strikes—excellent against slower, tanky enemies.

Design Note: Each power was balanced across impact radius, duration, synergy, and cooldown windows, to support varied run strategies.



UPGRADE SYSTEMS

In-Run Enhancements (Roguelite Style):

  • Choose from randomized upgrades after leveling up on the progression system. These can enhance:
    • Various Powers
    • Dice cooldown speed
    • Damage radius
    • Power duration or number of triggers
    • Movement speed or dodge window

Permanent Progression:

  • Currency from each run is used in a meta-progression system:
    • Upgrade base health, dice damage, or unlock new powers.
    • Gain access to multiple dice mid-run—each with unique visual themes and cooldown cycles.


NARRATIVE LAYER

The Dice Isn’t Just Magic. It Talks.

One of my favorite touches: The trapped mage speaks to you.

  • Through floating text stingers, the mage offers sarcastic advice, lore tidbits, or strategic hints.
  • These escalate as the player unlocks new powers—unfolding the backstory about how the mage was cursed and why he needs you to survive long enough to break free.


DESIGN CHALLENGES INSIGHTS

Challenge: Balancing strategic freedom with auto-combat.
Solution: By letting the player control positioning only, we tuned enemy density and arena layouts to force smart jukes and movement patterns. The unpredictability of dice powers encouraged adaptive runs.

Personal Highlight: Designing the multi-dice system. Watching players juggle three dice, each triggering black holes, turrets, and clouds simultaneously—it was the kind of chaotic fun that feels earned through smart upgrades.



TECHNICAL NOTES

  • Modular Power Framework: All powers are structured as scriptable events triggered on dice impact. Easy to iterate, swap, and test combinations.
  • Enemy Spawning System: Built with curve-based wave escalation—early waves teach movement, later waves overwhelm on purpose.
  • Performance Optimization: We had to use pooled projectiles and simplified geometry to keep the game fluid even when 100+ entities are on screen.


CLOSING THOUGHTS

Cube Survivor gave me a chance to push roguelite mechanics into a fresh space. It blends the chaos of Vampire Survivors, the humor of a talking mage sidekick, and the satisfaction of tactically mastering movement under pressure.

It’s one of those games where the screen turns into a swirling storm of destruction—and you feel like you’re the eye of the hurricane.


GET IN TOUCH

nitish4599@gmail.com