Thank you for your kind feedbacks!
The movable chair in the video looks much too bright while the environment is rather dark.
The chair is highlighted and transparent, because it is a shot from the build level while the player moves the chair around to place it according his needs for that level.
Other than that, there are only small sprites as shadows, because everything else caused a too strong impact on the framerate.
The game has been started since the days of A5 and we stopped upgrading at A 6.341, because of the breaking change of the collision system which probably would have cost much extra time.
The game got about 20.000 lines of code in C-Script and some in C++, although the C++ stuff was for the AI, which we finally had to reduce to a small part of the planned whole.
We've got characters who hunted food, brought them to a certain shelter which the defended against others. We had to take them out, because we couldn't debug a frequently appearing bug.
If all the effort invested in this game got a result, we could present about two or three times as much as we've actually got now.
We had much trouble with collision, because of fetching and releasing the food. When a cube fetches a food, the food has to be passable, when releasing it, it has to be impassable again.
When a cube sees another cube with a food in his hand, he pushes him, that means that the cube moves and the food in his hand which gets released, that again means it has to switch from passable to impassable - but what if it gets an additional push while already close to a wall?
We finally found a workaround, that, in case that a food has been pushed into the wall, it traces from a close character to its position and moves it in his direction until its out of the wall again...