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Blockie's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
sound | #1 | 5.000 | 5.000 |
Overall | #2 | 4.114 | 4.114 |
replayability | #2 | 4.200 | 4.200 |
graphics | #2 | 4.400 | 4.400 |
polished | #3 | 3.600 | 3.600 |
unique | #3 | 4.000 | 4.000 |
controls | #4 | 4.000 | 4.000 |
fun | #5 | 3.600 | 3.600 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- The game could have more graphic effects or messages when you score. It could also show the next piece and more information about the game progression (e.g number of blocks destroyed).
- great music
Link to RIVES.io submission or Cartridge file
https://ednekebno.itch.io/blockie
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Comments
I was impressed when I inspected the cartridge and saw a `.mid` file there. So this cartridge has also a MIDI player in it, deserves maximum score on music due to how hard to pull that of during a game jam. I wish you share the code of the sound related work on RIVES, to inspire others.
Also nice work on the cartridge cover. The game is also fun, when I saw it first I was expecting a Tetris like clone, but it's not like Tetris, it is unique with own set of rules.
Thanks. Yes, it has a midi player. It doesn't yet do some of the rarer midi commands because it was unnecessary for a game jam with the time available. I also want to create VST files so that you can make music in a DAW with good approximations of RIVES waveforms. When I have those things done I'll open source the code. The player is a c and include file - then people can either drop it in their own things or modify as they wish. I guess if I google a bit I might be able to work out how to compile it into a library that lua can call too.
score: JSON{"score":160}
outhash: ca01dc6dd22d988d362cf283f62a84894e472b1b9668469645ada443ff8efd9b
Nice! I played this one a lot when it was released but accidentally overwrote my high-score rivtape. I played it like Puyo Puyo, although I still don't know what causes "flying" blocks (formed when blocks disappear under/next to them) to sometimes fall to the bottom and other times remain flying which made it hard to strategize my moves. Would love to see how you got music in the game o.O
Thanks. I ended up spending way too much time on music but it was a fun distraction. I wrote code that could read a midi file (though in reality time meant it doesn't do every midi command possible yet, just the ones I needed). This meant I could use Mixcraft (a DAW) to compose a song (with my limited musical talent) and export it. The idea originally was that I would make a VST that could generate the waveforms that RIVES has so that it would sound the same when I make the music in Mixcraft. But in the end time meant I just used a chiptune VST that was close enough to the sound. In the track names for the midi I then put the parameters for the waveforms I want to use in RIVES. On starting my music code for the game will read the midi file that gives it all the notes and the data to work out the time to play it and the length. Then every frame it simply calculates the time and determines if it should play a note. If it should then it loads up the right parameters from the track name to create the waveform, adjusts it to be the right length, and then plays it.
It works with the midi commands for a Mixcraft export. To release it I'd really want it to be complete and have all the midi commands and preferably the VST so the music sounds the same in a DAW and imported into a game. If I get the time to finish those bits then I will, I really enjoyed working the sound stuff.