On November 17, 2014, Cubic Ninja became the subject of notoriety when Jordan "Smealum" Rabet publicized that a user mode exploit in the game would allow all existing 3DS models (including the 2DS and the New Nintendo 3DS) to execute homebrew code. It was also noted that, ironically for a 3DS game, Cubic Ninja primarily used 2D graphics, although it was felt that the rotation-based gameplay would not have interacted well with the device's autostereoscopic display. However, the overall visual appearance of Cubic Ninja was praised for " like a great deal of care and attention was put into making the game look as slick as possible." Pocket Gamer was similarly critical of the game's level design, which made the game "very awkward indeed and completely counterintuitive" most of the game's power-ups were also criticized for being "pointless". The presence of multiple characters and a level editor were praised for adding additional replay value to the game. GameSpot shared similar criticism, noting that whilst providing "undeniable joy in winding your way through a particularly nasty stretch unscathed", the level designs of Cubic Ninja-especially on harder levels and boss fights, combined with its "carefree" controls, relied too heavily on unforeseen threats and were too frustrating. Additionally, Cubic Ninja was panned for not containing enough content to justify being a full-price game, considering it to be "an experience that feels like it just as easily could have been a $5 iPhone game". Describing Cubic Ninja as "one of those frustrating games that is almost really cool, but never quite delivers", IGN praised Cubic Ninja for its "fun and creative" gameplay, but the gyroscope controls were criticized for not being sensitive enough, while the circle pad control scheme was considered "wonky". Cubic Ninja received mixed reviews from critics both GameSpot and IGN gave the game a 5.5 out of 10.
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