Arrow Cube (Fan Game)

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sparrow

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Arrow Cube (Fan Game)

This is an unofficial fan game inspired by the 3D arrow-maze cube puzzles seen in mobile ads. It is not affiliated with or endorsed by the makers of those games.

A 3D arrow escape puzzle. A see-through glass cube floats over a tropical beach, and every one of its six faces is packed with winding arrow lines. As in the ad, some lines run over the cube's edges from one face onto the next. Tap an arrow and it slides out head-first along its own path. It escapes only if nothing blocks the straight line in front of its arrowhead. Spin the cube to reach every face and clear them all.

How to Play

  1. Press PLAY on the title screen.
  2. Tap an arrow line on a face turned towards you. It slides head-first, its body following the path like a train, round the cube's edges too.
    • If the way ahead of the arrowhead is clear to the edge of the arrowhead's face, it slides off the cube and is gone. (The way ahead stops at that edge; carried on round the cube it would come back to the line itself.)
    • If another line is in the way, it bumps into it and slides back, and you lose a heart.
  3. Drag anywhere to spin the cube (it keeps spinning a little when you let go). On a keyboard, ← → ↑ ↓ (or WASD) give it a spin.
  4. A game starts a little zoomed in. Zoom further (or back out) to reach the small cells: pinch with two fingers (moving them also pans), use the mouse wheel, or press the + / − buttons in the bottom-right corner.
  5. The faces at the back show through the glass. Lines facing you are black, side faces are blue, and faces seen through the glass are orange. Only faces turned towards you can be tapped.
  6. It is a single game with one cube. Clear every arrow on all six faces for CUBE CLEAR!
  7. You have 3 hearts for the whole game. Lose all three and it's GAME OVER.
  8. Score = arrows escaped.
  9. On the result screen, PLAY AGAIN restarts and HOME returns to the title.

Features

  • Same density as the ad: measured from the ad's line spacing, its faces are about 30 × 30 cells, so every face here is 30 × 30 too (about 210–240 arrows per cube).
  • Long lines like the ad: lines average about 20 cells and none is shorter than 5 (the ad's look roughly 15–20 long, the shortest about 4–5). Long walks are placed first, then short lines are joined onto neighbouring tails, shortest first, as long as the cube stays solvable.
  • One connected board: all six faces form a single board, so lines can turn over an edge onto the next face (about 80–95 lines per cube do).
  • Bundles over the edges, like the ad: each cube first lays down up to 16 bundles. A bundle is 4–7 parallel lines wrapped over one edge together, each turning the same way on both faces, so they nest like a stack of U shapes. More than half of the edge-crossing lines come from bundles. Ordinary lines go over an edge only a quarter of the times they reach one, so crossings are not scattered everywhere.
  • Few easy arrows: only about 25–35 arrows can leave at the start (a plain build left about half of all arrows). Arrows are first placed only where they have at least 3 cells of room ahead, so newer lines can cross in front of them. Then each free arrow is handed to neighbouring lines, turned round, or has its way out filled. Every change is kept only if the cube can still be cleared, and at least 10 free arrows are always left.
  • Always solvable: the whole cube is built in reverse solving order. A new arrow is only placed if the line from its arrowhead to the edge is empty at that moment. Arrows placed later may block earlier ones, but they leave first. Faces fill from the middle out to the rim, and leftover holes are filled by growing tails (over edges too), so about 88–91% of the cube is covered.
  • Hint glove: at the start, the white cartoon glove from the ad points at an arrow that can escape. Later it comes back if you stop for a few seconds. If no free arrow is in view, it tells you to spin the cube.
  • Title screen: a self-playing demo spins the cube, turns faces towards you and taps arrows with the glove.
  • HUD: score, three hearts, best score and an arrows-escaped progress bar.
  • Result screen: CUBE CLEAR! with 🏆, or GAME OVER with 💔 (🎉 for a NEW BEST!). It shows arrows escaped counting up, % cleared and the best score.
  • Snappy escapes: a freed line shoots off fast and keeps speeding up, gone in about a third of a second; bumps snap back quickly too.
  • Sound: a short bright zip for each escape, a thud for a bump, chimes for a cleared cube and a sad tune for a game over.

Design

  • Portrait layout that fits phones and computer screens alike. Same title → play → result flow as Marble Sort, but the look follows the ad.
  • A sunny beach drawn in code: blue sky with clouds, a turquoise sea, a sandy shore with rolling foam, a palm tree and a starfish.
  • The cube is drawn

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