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A jam submission

EFCC: Escape From Cosmic CubeView game page

A 6DoF dungeon crawler.
Submitted by Surt R. (@surt_r) — 1 day, 2 hours before the deadline
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EFCC: Escape From Cosmic Cube's page


CriteriaRankScore*Raw Score
Technical - Is there a technical achievement​ behind the making of this game?#33.7083.708
Originality - Does the game innovate or try something new?#94.0424.042
Audio - Does the game have nice sfx and music?#173.6673.667
Gameplay - How fun is it to play?#273.2503.250
Graphics - Is the game aesthetically pleasing?#343.4583.458

Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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This is actually one of the most unique entries in the entire jam, or at least that I found. Navigating a giant cube sounds like a fun idea but I don't think it was executed very well.

The games biggest problem is that it is too disorientating. The 3D effect and the change of orientation of the camera had a very negative effect on my experience. This is simply because I am not an astronaut and not used to navigating the world upside down or every possible orientation.

There is an easy fix for this, instead of having a compass at the top of the screen telling which direction your facing, give the floors and the ceilings there own unique color. This makes it easier to tell which way is up and which way is down. I understand that you probably wanted to give players the feeling of being lost so you made everything gray, but I don't think you need to do that. It is easy enough to get lost already.


I enjoy the three-dimensionality of the movement, and the effects it has on combat. I found myself needing to position myself when an enemy was around a corner, so that I could strafe in and out of the square when they fire. Got turned around quite a few times and am honestly still stuck in the cosmic cube, but I love the idea. Thanks for the entry!


Combat controls felt over-fiddly, and I was pressing random buttons and triggering all sorts of weird configurations until I stumbled on the fire button, but it's nice to see something different.

I found it really helped if I oriented myself the same way up as much as possible.


Yes! I was trying to keep myself oriented so the same way was up too. Once I lost my track of what was up, I lost myself haha


I love the mood of the game, the dramatic sci fi music and dingy oppressive corridors. Gameplay was smooth. I never really got the hang of the controls for the 6dof movement but that's more my fault than the games! Good job!

Excellent game! Things I love:  6 degrees of movement; Multiple attack modes; Enemy part targeting; Shield/Energy/Health management; Walls you can destroy; Puzzle (I know another comment said it should not have been trial and error though, maybe some kind of hint somewhere?). It can be a bit easy to get lost, but it's a dungeon crawler so maybe that's normal. Overall I really like it! 


I was a bit worried about the 6d movement but commands are intuitives. It's really satisfactory to progress without being lost. I think the level design provides just enough hints for the player to feel smart ;)


The 6d movement really is something, the game is very solid and clean looking. Surely one of the best entries.

But because of the 6d movement some more help with orientation is desperately needed.

Also the messages you receive could feature more prominently.

Lastl: A Trial and Error puzzle is a no-no. :-)


Haha, gridder Descent, nice idea. Nice graphics and feels good to play, but it is just so disorienting. I think the real Descent has it easier there, because the free movement makes orientation easier for me. Well, some more tiles/textures could help to have some "landmarks".


The start was fun! but then became repetitive. I would've liked either full regen after combat or limited heals, as I was able to spam the TAB for 1 energy, then spam the H key to get max HP after every encounter. The graphics and audio fit the theme. The technical of 6dof movement is where this really shines though. Good concept that should be investigated more.

(1 edit)

Beat the game, but was tedious and frustrating, as a consumer would have never beaten the game and would've quit quite early on. Not enough breadcrumbs to really know where you're going. The upgrades and finding them was meaningless. A lot of nested crossroads made the game kind of frustrating. And ending sucked. Basically the entire game going through the process of finding the barriers in the frustrating rubix cube didn't give any satisfaction, if there were somewhat meaningful rewards, either items or even just story, could have been a better process :D.

Nice idea and the music was really enjoyable. Just very raw unpolished/thought out gamedesign.


Wow, this is the most original exploration system I've seen so far in this jam. It give a whole new dimension to explore and, the maze are way more complex (which is not a bad thing!)

I love the ambiance of the game, combat was fun too. Good work :)


Feels like Descent as a dungeon crawler and that's pretty cool. Had a fun time with it though I would have loved the ability to invert the vertical look controls.


Oops missed the keybindings tab.

Developer (1 edit)

It's a standard leftover from Unity -- the game itself has hardcoded controls.



6 direction is very cool.


I made it to the 4th level and saw the stars but then couldn't manage to escape - but that is probably just a lack of brain power on my side :p

It was a really enjoyable game though and the key combinations of WASD and the arrow keys was pretty quick to get used to and worked really well. The combat felt a little clunky but was serviceable.

A really good entry into the jam!


A solid crawler with equally solid mechanics. I take great pleasure in seeing that a 6dof dungeon crawler has been made. Great job :)


Good level design, love the UI design and the message log. Good tutorial, great that you can rebind keys. Turning up and down has a different animation that turning left or right (I think) and it feels a bit weird. Gameplay is good, but movement is a bit sticky, making evasion difficult. The waiting mechanic feels like a debug cheat, and I think the solution would be to make there be "charge points" or many more batteries.

Here are some less structured thoughts:

The barrier mechanic is cool. There is no UI for different sort of attacks, so I'm not sure what that's for. The environment makes it easy to get lost, but surprisingly I didn't. 

Developer (1 edit)

Thanks for sharing your thoughts. There's no ability to rebind controls -- these settings are leftovers from the standard Unity configuration.

The waiting mechanic was designed to allow the player to replenish energy in combat, but also rest in the dungeon while risking a random encounter. However, since random encounters never made it into the game due to lack of time, it ended up feeling like 'debug cheat' indeed.

As for the UI -- the visualization for attack types and targeting modes was cut to stay on schedule. Initially, you'd have a list of body parts of each target and their status and hit probability to figure out the best sequence of actions to deal with each enemy type.


Loved the whole X/Y/Z navigation system. Felt a bit like playing a gridder Descent. The mapping in my head went to a whole new level. Didn't manage to finish it quite yet though...


I think you'll enjoy the 1.0.1 update with nav markers and additional QoL features, then. :)


i only accidentally managed to destroy the barrier when i was trying to alt+tab out of the game. but good game.


Please pay attention to the upper left corner of the screen -- the log contains not only combat-related messages, but the story messages as well. You'll hear a notification whenever you need to take a look to learn more about the controls / objectives / etc.


This was great! It was fun to see another take on the 6dof gridder :D WASD + Arrows was a very natural way to move, I think. Well done.