Review Fix Exclusive: Inside Cube Critters

Review Fix chats with Aaron Luo, Director of Game Design, RedFish Game Studio, who gives us the inside scoop on their new game, “Cube Critters.”

Review Fix: How was this game born?

Aaron Luo: Early on, we just wanted to make a competitive game where you can race against another player toward a common goal. After pre-production, we started to explore the core concept with a number of prototypes – and by the end of 2016, we had a completed game.

Review Fix: What was development like?

Luo: Our original intention was to make a competitive game in order to increase the interaction between players. After a ton of tests (which resulted in great feedback), we also came up with a training mode of sorts for solo players.

Review Fix: What did you learn from Isoland? How did it affect this game?

Luo: Isoland is a type of puzzle game that is more about detailed environments and deep, intricate stories and characters. To succeed, you need to use your brain! Cube Critters has a more lively theme – with a focus on combat, interaction, and competition. It requires two players. Both games are distinct in look and feel, and they target different audiences. However, our goal with each was the same: to provide an unforgettable experience for players.

Review Fix: What makes the story special?

Luo: We put more attention on the gameplay than storytelling, to be honest. We wanted players to thoroughly enjoy each race – win or lose. What makes Cube Critters special is the competitive play and how it allows players to interact with each other in really wacky ways.

Review Fix: What games influenced Cube Critters the most?

Luo: We admire Crossy Road’s lovely characters, straightforward gameplay, and voxel graphics – but Cube Critters is essentially a multiplayer racing game – and players are allowed to tease each other mercilessly with in-game emojis.

Review Fix: Any fun stories or wild moments during development?

Luo: We had a lot of fun during development – especially while creating the sounds for each emoji! We have this feature that allows players to send emojis to each other – and while working on it, we wanted to add corresponding sounds. We came up with a lot of possibilities but for some reason couldn’t decide on any of them – so we decided to come up with the sounds ourselves! Everyone joined in, and the result is a bunch of unusual and often hilarious sounds.

Review Fix: What are your goals for the game?

Luo: This is a competitive game with a ton of interaction. We want family and friends to gather together to play – just like they used to back in the ‘80s and ‘90s. That is also why we made sure that Cube Critters is really easy to pick up and play. Everyone can join in! The core gameplay is actually just an excuse to interact with other players.

Review Fix: What’s next for RedFish Game Studio?

Luo: We’re on a mission to offer players the very best mobile games out there – and we will continue to support other developers with the publishing side of the company as well. Our next game is in the demo phase: a platformer with innovative (and challenging!) level design. The art style we’ve chosen for the new game is pixel art, which reminds us of the games we used to play when we were young. We’re having a great time working on the new title – and we hope you enjoy it once it’s ready.

About Patrick Hickey Jr. 12621 Articles
Patrick Hickey Jr. is the Founder, Editor-in-Chief, Master Jedi and Grand Pooh-bah of and is the author of the book, "The Minds Behind the Games: Interviews with Cult and Classic Video Game Developers," from leading academic and non-fiction publisher McFarland and Company. He is currently the Assistant Director of the Journalism Program at Kingsborough Community College and is a former News Editor at NBC Local Integrated Media and a National Video Games Writer at the late He has also had articles and photos published in The New York Times, The New York Daily News, Complex and The Syracuse Post-Standard. Love him. Read him.

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