Fun to mess about with, not sure how much strategy there can be without some extra systems/features (like knowing the color 2 drops ahead).
It feels like eventually it clears itself out without much thought, but not always.
Reminds me of Sandtrix a lot, though this has enough changes to be different. Really needs a UI of some sort, and the game tends to lag when a row is made.
the concept is fun, though i found annoying that clicking on the screen immediately resets the position to where you touched rather than allowing you to drag from the original position.
The game was really fast on default settings - either it’s skill issue on my part, or speed scales with render refresh rate (144 Hz). Eventually I understood that higher values for speed make it go SLOWER (yeah, same in Hypercoven) and I was able to play at what seemed like a good standard experience on Normal + Speed 5 or so.
Gameplay is a fun experiment. Being able to control drop spot by just clicking is a very neat touch. Easy felt basically unloseable, made me think that the reverse concept could also be interesting, try to fill up some screen or level trying to not get your rows cleared.
Really enjoyed it. I can see myself playing this for hours if I have a lot of time to sit around. It reminds me of the sort of games I played in the flash era to pass the time. It's really addicting. The music fits and doesn't distract from the game too much (some tracks more than others).
The only major thing I have a problem with is the drop marker -- it's too small and not very attention-grabbing and that makes it more difficult to keep track of it, especially because the player's attention is so often divided between several points in the screen which means most of the time you're not looking at it directly. This makes it unfair and unmanageable to play on the higher difficulties. I think it should be possible to track it with just your peripheral vision.
It seems to me it would make more sense if the game ended immediately as soon as the sand touches the top of the screen.
Comments
Fun to mess about with, not sure how much strategy there can be without some extra systems/features (like knowing the color 2 drops ahead). It feels like eventually it clears itself out without much thought, but not always.
Reminds me of Sandtrix a lot, though this has enough changes to be different. Really needs a UI of some sort, and the game tends to lag when a row is made.
Nice concept, the pace felt a little fast. It would help to know what colors were coming next but it has potential
played the android apk.
the concept is fun, though i found annoying that clicking on the screen immediately resets the position to where you touched rather than allowing you to drag from the original position.
I like the sand. Music is good. Not really much for the gameplay, needs more depth. But the sand is nice with how it goes down.
https://www.twitch.tv/videos/2189688374
The game was really fast on default settings - either it’s skill issue on my part, or speed scales with render refresh rate (144 Hz). Eventually I understood that higher values for speed make it go SLOWER (yeah, same in Hypercoven) and I was able to play at what seemed like a good standard experience on Normal + Speed 5 or so.
Gameplay is a fun experiment. Being able to control drop spot by just clicking is a very neat touch. Easy felt basically unloseable, made me think that the reverse concept could also be interesting, try to fill up some screen or level trying to not get your rows cleared.
Good heads up about the refresh rate, thank you for playing and the video!
It's a fun game for what it is.
Had to use A/D because that makes it a bit easier to anticipate the next color.
Thanks for playing!
Really enjoyed it. I can see myself playing this for hours if I have a lot of time to sit around. It reminds me of the sort of games I played in the flash era to pass the time. It's really addicting. The music fits and doesn't distract from the game too much (some tracks more than others).
The only major thing I have a problem with is the drop marker -- it's too small and not very attention-grabbing and that makes it more difficult to keep track of it, especially because the player's attention is so often divided between several points in the screen which means most of the time you're not looking at it directly. This makes it unfair and unmanageable to play on the higher difficulties. I think it should be possible to track it with just your peripheral vision.
It seems to me it would make more sense if the game ended immediately as soon as the sand touches the top of the screen.
Great point about the sand dropping marker, there's a setting in the settings menu to increase the size of it. Thank you for playing!