''Of Cubes and Triangles'' Assuming that the spikes are triangular shaped.
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Guys, what do you think of "YADO"? Short for Yet Another Difficult One, but nobody has to know that. ^^ What do you think, could that be a decent name?
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Hey. Sorry to answer off topic, but in the distribution itself I can not answer because it was blocked. You wrote to me
Hello Kamazoon.
In order to resolve this conflict of yours, we would like to get some information from both of you, if you don't mind. Could you please send us a screenshot of your Steam activations page (account details => licenses and product key activations)? Please make sure the whole Steam interface is visible on the screenshots and all activations since April 10th are on the screenshot. Take multiple screenshots if there are too many to fit in a single one. Thank you!
Here is a screenshot from my account with all the activated keys in recent times. https://i111.fastpic.ru/big/2020/0422/d9/99aeac967bae257972b067dfc5ccf2d9.jpg
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You don't wrote if the "problem" is solved or not...
So here are my idea:
QUBE or HQUBE
From CUBE, combined with Q for (on the) Quest (to solve the levels)
And the H stands for Hardcore.
So "Hardcore Cube on the quest to solve the levels" or "Hardcore Quest for Cube" but in short HQUBE
After checking at steam, if someone else had the same great idea, i found a Q.U.B.E. 2 Game but that shouldn't be a copyright problem or ? (Special with the HQUBE Name)
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Sorry for the late reply. Yeah, QUBE already exists indeed. I also have to say that - while there are a number of very creative proposals in here - I think most people focus too much on doing something the word cube. I am not sure this is the right approach. A cube is the main character, sure. But it doesn't really say anything about the actual properties of the game (platformer, difficult, avoiding spikes). I have two different ones that I currently consider. One I mentioned here, the other one I don't think I posted here. Still open to suggestions, of course. But since QUBE is already taken, I just can't use it (it's not about copyright, I just don't want to "copy" someone else's name). :)
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No problem, at least the brain storming started again. Mission completed^^.
Q.U.B.E. 2 exist.
QUBE not.
But i understand what you mean with "copy someones name".
"Yet Another Difficult One" is a bad name from my point of view because it imply that the game is "one of a lot" that are similar. Nothing special. "Einheitsbrei". Why people should then buy and play exactly that one ?
The short YADO don't say something to me, no content that i would imply with it. More like a scribble word of someone that want to mix his stuff to a word that maybe will be counted.
PAD
Plattform, avoid (traps), difficult
JAD
Jump (each plattformer need that), avoid (traps), difficult
I like JAD because you are able to name the cube JAD too and have the first step of a story.
So its a, possible, double meaning.
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Q.U.B.E. does exist, it was just removed from Steam when Q.U.B.E: Director's Cut came out.
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Sorry for the very, very late answer. I had a lot of work lately and was pretty lazy in my free time then...
I don't know. I think JAD and PAD both sound strange. And the short versions also don't say anything, in that regard they have the same problem as YADO. Not convinced, sorry. :)
Since I shared it elsewhere in the thread yesterday anyway, I might as well drop my new trailer here. Feedback is appreciated.
https://www.youtube.com/watch?v=KcGSAX-25bA
The name I used there is currently my favorite. But I am willing to change it, if I find something better. But at least it describes one of the central elements of the game, the constant switching between 2D and 3D. I think that's more what I am looking for. If I suddenly decide to change the cube to a sphere, the name will still apply, since the gameplay didn't change. But all the names with cube in it will not. ;)
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ImpossiCubed³
HardKiub
SquareCube
FrustraBox
DoomCrate
PAndoRaCEL
(Sorry, I will stop spamming now,)
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I will try to name a few. They may suck, but you never know.
Hopeless Quest - As it seems very hard, you may lose hope during the game, and quest sounds better than adventure
Prickly Path - Prickly meaning spikes, path again a synonym of quest
Probably Almost Impossible - This is what you said in your description, but it sounds like a fun game name as well
Absurd Adventure - It has alliteration which is always good.
Thorny Trials - Again alliteration
Ridiculously Easy Journey - Ironic, which might fit in your narrative if you make one? "just make this jump, it's not hard"
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Probably Almost Impossible
That's actually quite funny, the more I think about it ^^.
I like the way you are approaching this (trying to describe what the game is about rather than that the character is a cube).
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Thanks haha. I read through some of the comments to try and understand what you liked and what you did not really like. One of the things that stood out was that you didnt really like names based on the cube character, so I tried to avoid that. Btw, I noticed after I commented that the thread is two months old, so I was afraid you already had a name. How far are you into the development?
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Yeah, while there were some really creative cube-names here, I feel it's the wrong approach. It doesn't reflect any of the core gameplay elements.
I currently have all the basics down and the first level "finished". Finished in the sense that it is filled from start to finish. But the design will definitely change again. I don't like all parts of the level. I have a few more ideas for more perspectives, which then also have to be integrated in the level. There is still a lot to do before I consider this first level truly finished. And I want to do something like 3-5 levels total. Much of the time I invested so far went into getting used to Unity, though. So I am sure the next level will be much, much quicker. Currently I am working on the menu and options. I will admit, though, that - with the exception of the trailer - I didn't do anything for weeks now (just didn't have a lot of time). But I want to continue soon.
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That's quite a lot tho in my opinion. I never got further than the idea phase and tutorials in unity, so I admire what you have done so far. I hope you do continue, looking forward to the finished product one day (pls let me know if you can remember haha). I will check out the trailer.
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Well, considering that I wanted to do this like in 2012 or so, you could say it took me 8 years to finally get going. I even had a rough prototype in Gamemaker some years ago, but decided that Gamemaker is just not the right tool for me. I don't think I could have done this whole 2D/3D switching in Gamemaker. And frame-independency also seemed quite a struggle, from what I remember. Unity is really nice. It's a well developed, professional engine. Gamemaker seems like a toy in comparison (I know there have been some fantastic games made with it, but still). Its scripts are in C#, which I like a lot. And it's just surprisingly easy to use, even if there are things that you might not consider at first as a beginner. Like my performance dropped drastically when I started filling the level with spikes. Having several thousand seperate meshes at once is not a good idea. ^^ Anyway, I will try to remember to post here when it's finally happening. Alternatively you can follow/wishlist, if you like - because the Steam page is finally up since this afternoon! Yay! :)
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I agree with how nice and easy Unity is, especially with the massive amounts of tutorials available. And in my opinion, it does not matter how long it takes to finish it, as long as you finish it. Good luck with everything, I hope you got some new motivation now haha.
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"I'm Flipping Dead"
Takes into account the difficulty and the fact that you can flip between 2D and 3D
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Do you have a couple screenshots, if you are willing to share? Might make it easier to name :)
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You know, at first I wanted to tell you that I don't really have anything to show yet, since it's still pretty early and nothing in the game is final yet. But then on the weekend I suddenly wanted to see if I am able to create a trailer. And it was a lot of fun, doing the video and especially the audio (found a great free cinematic midi library). So now I think - what the hell, why not show it. So, here you go. But remember, everything you see might change in the future. For example, the lighting is obviously not optimal yet. I also don't like all the materials I am using right now. Consider everything you see a potential placeholder.
https://www.youtube.com/watch?v=KcGSAX-25bA
(I used the name I currently prefer, but that might also change, of course, if I find a better one)
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That name actually does go well with the aesthetic, and the trailer looks great! Thank you for sharing.
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Thank you! Steam Page is finally up, by the way. :)
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Wishlisted! This looks like it will give me as much frustration fun as some other games I have played. Can't wait to see what the end product looks like.
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I Came. I Saw. I Platform3d
Looks cool. Does the player get to control the perspective switch? Would be kind of neat to have a limited number of switches that players could use. They'd have to find areas they have an easier time doing in 3D (maybe a near-pixel perfect jump could be navigated around more easily in 3D for instance).
Good luck!
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No, you can't control the perspectives. I actually have that built in right now as a debug function. But it won't be in the final game. It doesn't really fit in with my concept. For example, you have only one action available in 2D (jump), but in 3D you can also steer left/right. Imagine a player not having any more switches left, getting to a supposed 3D part where he needs to do that. He would be stuck in 2D and die without any chance of avoiding it. I think it's better to switch automatically.
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Gotcha.
I think it makes sense to have areas where the player has no control over switching perspectives. I don't view that as mutually exclusive though. Kind of how puzzle platformers often introduce capabilities piece by piece to the gamer. I could see having sections where manual switching is impossible, manual switching is possible, and correct use of manual switching is necessary to progress (in more of a puzzle platforming vein). But that could be more complex for the gamer than you're intending.
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It's an interesting idea, I give you that. But I just don't think it fits my current concept. And I wouldn't even know how to properly implement it. I mean, right now I have 7 different perspectives. Would you allow the player to freely choose from all those? What would prevent the player from always just choosing the "easiest" perspective? And what about sections that require a 3D view? You could either set the view in that case automatically - seems inconsistent with the choice you've given the player earlier. And as my level design is right now, you would have to do that rather often. Or you would have to signal the player that he needs to switch to 3D. Also doesn't seem that elegant. Also, right now I always have short section where there are no obstacles, because the perspective changes (the transition takes a moment). Imagine the player has the choice himself and decides to not switch if not necessary. He would constantly encounter empty section where nothing happens. I dont know, there are so many things that would have to be considered or just wouldn't work well. At least not with what I have in mind right now. But I definitely appreciate the input. And maybe this is a good idea for the next game. :)
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Sorry for the long delay in getting back to you. It's been very busy over here.
But I just don't think it fits my current concept.
I can understand that. Just a thought.
You could either set the view in that case automatically - seems inconsistent with the choice you've given the player earlier.
I don't think giving them some freedom means needing to give them total freedom. Take for instance the walls in Portal where you can't create a portal. I think gamers can accept you putting zones where abilities you grant them are disabled.
Or you would have to signal the player that he needs to switch to 3D. Also doesn't seem that elegant.
Agreed that would not be elegant. I think automatically switching at points and disallowing perspective switches in others is reasonable.
I mean, right now I have 7 different perspectives. Would you allow the player to freely choose from all those?
Switching could be limited as you see fit. It could be binary if you want to keep controls simpler. Or if you wanted to open up 3+ perspectives, you could give them greater control (numbers on the keyboard, different buttons/directions on a game pad). When I was thinking of it in my head, I was thinking more binary in nature. I didn't realize you had more than 2 perspectives. That's a nice wrinkle.
Also, right now I always have short section where there are no obstacles, because the perspective changes (the transition takes a moment).
I assume you're doing that because you want that sense of constant forward motion? Makes sense. You could introduce a time-dilation-like effect on user-initiated perspective changes. That would allow you to continue having forward motion but at a much slower speed so the transition can catch up. Attaching a bit of visual distortion, a sound-effect, and/or controller-rumble would sell the effect.
What would prevent the player from always just choosing the "easiest" perspective?
I think this will vary per player. Players generally try to find the path of least resistance for them - especially in games that are challenging to begin with. But you can also encourage players to take on challenge in other ways. If you give players choices, then you open the door for speed-running. Now all the sudden, there's an incentive to do a faster but objectively more difficult 2D view than switching to a simpler 3D view. Does the game as currently designed allow for any speed-running (other than avoiding death)? Or is the speed you complete the level always the same if you don't die?
My naming vote still goes to Platform3D :). Identifies both the genre of the game and what sets your game apart.
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Cube roll & jump?
Just a first idea. And I think you should stick with the cube themed name, from what I've seen from that first look trailer. How else are people gonna know what the game is about? :P
The other names seem a bit too abstract imo.
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Your game sounds like a smashup of VVVVVV and Thomas Was Alone.
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No suggestion for the name right now, but Dimension Shift is already good, since it goes for the unique feature of it.
But maybe some inspiration for a bit story or for the game description: reading this reminded me of the Simpsons Treehouse episode with Homer in 3D, so your main character might feel a bit weird about being transformed to just a square.
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I think there's plenty of good suggestions already so mine will just be totally absurd.
"Steve?"
"Squarxical: The Tale of a Jumping Square Dude"
&
"I'm a square and I like to jump!"
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Yeah, maybe I'll have to name a game that if you don't, haha. And a sequel could be called "Steve." and if it's a trilogy the last could be called "Steve!".
"Yo dude, have you played 'Steve?'?"
"Yeah, I've played 'Steve.'. It was pretty cool."
"Oh, you played 'Steve.' but not 'Steve?'? You're missing out on the first one."
"Oh wait, I played 'Steve!'!"
"But you haven't played 'Steve?' or 'Steve.'. What the heck, man? You're doing it wrong."
"... Wait, I'm so lost right now, are these really different things?"
"To be honest, I can't keep track of what we've been talking about either..."
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Iced. You know like an ice cube but also because if you get killed you get "iced"
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Hey guys,
I am thinking about this for weeks now. It's surprisingly hard and I am pretty desperate now. I am looking for a name for a platformer game. It is very simplistic and doesn't really have that kind of personality that makes it rather easy to find a proper name, like Cuphead or Shovel Knight simply describe the main character. My main character is a cube.
Well, since we have the best gamer community on the internet here, I thought I'll just ask you and hope that someone comes up with a nice idea. :)
The name should have at least some relation to the main properties of the game, which I will list here:
That's about it. Not a lot to work with. I have a list of rather generic ideas. I don't like any of them that much, really. So, I am hoping for your help.
So, please tell me: what would be a good name for such a game? I am thankful for every suggestion. If anyone here comes up with the name I'll use in the end, he of course gets a few copies of the game as soon as that's possible (meaning when the store page is set up).I will add him/her and make a note for that.
And if you came here and have no idea whatsoever, just like me, then at least you didn't come for nothing. So please have a bundled and a non-bundled giveaway:
Giveaway (level 1)Giveaway (level 2)Steam page is up now. I like this name the most so far, but I am still open to suggestions. Every wishlist is highly appreciated (as this seems to be the most important thing nowadays). To celebrate this I made a few more giveaways:
Level 1
Level 2
Level 3
Good luck! :)
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