A+ for creativity and A+ for execution!
The level design is really fleshed out for a game jam game! And it’s a perfect combination of genres
Criteria | Rank | Score* | Raw Score |
Theme | #39 | 4.077 | 4.077 |
Originality | #41 | 4.128 | 4.128 |
Fun | #123 | 3.410 | 3.410 |
Presentation (graphics, audio) | #128 | 3.744 | 3.744 |
Ranked from 39 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent Mode?
The game has players switch through 2 modes to complete levels: Run Mode, in which the game controls like a platformer, and Block Mode, wherein the player controls falling Tetris-like blocks to fill in gaps.
A+ for creativity and A+ for execution!
The level design is really fleshed out for a game jam game! And it’s a perfect combination of genres
The premise was completely brilliant to the point where I'm astonished I hadn't noticed anyone doing this before (I don't just mean in the Jam, I mean like in all of game dev, Mario x Tetris is so obvious in hindsight but if there's a game at any scale from tiny indie to AAA that already did this, I missed it!). The production values and level of polish are SHOCKINGLY high, and it really does feel like a perfect fusion of Mario and Tetris with the cute little Ms. Pac-Man ghost following you around and the googly eyed Tetris blocks. While I did like it, the music does grow a bit monotonous after a while and could use more variety.
I wish it had a save function, so I could go back to Level 5 where I got stuck rather than start over from the beginning. I also think it would be more fun if you somehow could/needed to control the blocks and your little guy at the same time, or as a co-op game where one player controls the blocks and the other controls the character. But this is pipe dream thinking on my part. In the realm of the more achievable, I'd prefer a key-press toggle between modes to holding down X and pressing a direction. With the shifting aspect ratio between modes, this feels like it'd make an excellent mobile game.
With 35+ ratings already, I wouldn't have rated this if the dev hadn't rated my game, and I'm glad they did, so I had a reason to check this out. In many ways the most impressive entry I've played yet, and I really don't even like puzzle games or puzzle platformers.
A really nice game and idea!
And like some mentioned, there's a bit of tedium here with changing modes, but that can easily be fixed with some simple changes. Like a quick pop of the ghost then having the shape coming down so the ghost doesn't need to go aaaalllll the way up before you can use the blocks.
Another issue: Having to hold down to bring a block down adds to the tedium. There could be a set of lines to show where it'll land, and then pressing like, UP can send it. Or, Up can change the speed that they fall so you can have special things that destroy the blocks on the way down, and changing the speed can "dodge" them.
X should just change the modes right away. Having to hold it down isn't necessary for a game with 2 options. (Granted. This would change as you change the control scheme, Like WASD and/or controller)
Also ran into a bug where going through a door with a block to the right of the door (Not ON the door), blocks the player from entering.
Great game though, and thanks for playing mine! :D
EDIT: Oh. You can also make puzzle areas, where you're given a specific set and pattern of blocks to use. Can restart the stage as well. This way, the blocks can actually be challenging, as opposed to their light restrictions.
Thanks for the feedback! There are actually a few new mechanics I'm looking to implement for the post-jam build that cut down on the tedium and (hopefully) improve the pacing, so I'm thankful for the suggestions! The X instant-switch idea is also a good one; originally, I planned to add in three gameplay modes, one of which sadly got cut due to time. The mode menu is more of a holdover from that original idea, so if the final version still only has Run Mode and Block Mode, I might just cut it to make things faster. Thank you for playing and enjoying!
A wonderfully unique game! The art, level design, movement, and core loop all feel really fleshed out. The block mode is really forgiving which is nice for people who have less experience with Tetris like myself. My one critique is that it did feel like the mode switching is tedious at times and could be a little faster.
Solid game!!
Really well done game! I think the platforming was well designed and the art is pretty well polished, great job on the animations. I was worried that the Tetris part would just be an afterthought but in the later levels, I was forced to plan where I was going to put my blocks. I think a fast fall button or something could help with some pacing issues. Right now you swap between platforming and then switch to a slow Tetris. A way to reward fewer block usage could also be interesting. Overall though a well thought out game, nice job!
Great work! I love the idea of using tetris to aid yourself in a clever platforming game, and the way you executed the idea was terrific! I really enjoyed getting creative and having fun in this game. Nice job!
wow this game is amazing. i never knew that tetris could be a great platformer. the concept is genius and you executed it perfectly, great job. i also love the presentation. the level designs are clever and give freedom in how you want to traverse them through the tetris blocks. Awesome!
Combining tetris and platforming has some interesting implications (making sure you can platform up the blocks and, not blocking paths) though placing shapes and platforming is too unrestricted to be particularly challenging but it does work nicely as a chill game currently.
i felt that it plays quite slow due to time it takes to place blocks(The transitions take awhile and having pieces fall from the top might not be the fastest way to place the shapes)
i think being able to zoom out or look around while in run mode might be a nice convenience
Thanks for the feedback; balancing the mechanics in these levels was a challenge due to the block randomness and the relatively small width each level had to be to maintain the Tetris mechanics. I agree that the transition time is somewhat long, which is why it's one of the things I'm working on fixing up for once the jam ends. I'll definitely keep the other suggestions in mind too. Thank you for playing!
This is a cool idea but as others have said a rewind feature, and making the transition time slower would have really hit the spot. Still this couldn't have been easy to make so great job.
I love the combination of platforming and placing blocks! I could see this developing into a really cool puzzle game down the line! I liked the art style as well! I did run into the same bug a few other have as well with the blocks placed next to the doors! But overall, I had a great time!
A combination of a Platformer and Tetris? Interesting idea.
The game is pretty good. You did a great job of combining a platformer with the Russian puzzle game. The visuals where also pretty good, along with the music being ok. I did run into a glitch, where a block was placed next to a door, and the player character couldn't enter the door due to the animation. I think you should disable collision while the animation plays, or just automatically take the player to the next level after a set amount of time.
This is an excellent interpretation of the theme. The game is simple and well executed and the Tetris mechanic allows for you to solve puzzles in unique ways. I can't explain why, but playing this game sent me back to the "Math Rescue" game series XD.
I really liked the tone of all the help text, and the two characters are very cute. A fun twist on the build-your-own-platformer formula, it was very satisfying to find solutions that bridged the gaps while accounting for the boy's jump height.
We also did a tetris-mode game for this jam, so bonus points for great minds thinking alike! :)
Super interesting concept, and pretty well executed! The only notes i have is that switching between the modes could have been a little faster, and i would've loved some indicator on where the tetronimo is going to be placed on the ground since it's zoomed out so much. Other than that great work!
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