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(+2)

i dig a lot the "arcade board" loading screen and the namco style intro music.

that said, i agree with byte tapestry that you should be allowed to chain different colors three at a time to improve the engagement long term. right now the optimal way of playing is avoiding chains like the plague and just scoring 100 points every single time, forever.

(+1)

Thank you for playing and leaving feedback! I'm curious though, do you think the current combo system would work better for a VS. multiplayer game? If I make a sequel it's probably gonna be multiplayer like Super Puzzle Fighter. Like both players are trying to get large combos and sending garbage pieces over to each other that eventually become collectible.

(+1)

i feel like it would be too much luck based to be enjoyable in multiplayer

(+1)

IMO this seems pretty perfect as a VS. multiplayer game, actually

While there is inherent randomness to whether the certain snacks you need show up, that's no different from getting the right gems/breakers in Puzzle Fighter. And that small degree of randomness is necessary for casual-competitive games like this. Smash Bros with your friends stops being fun when you beat them every time, and that's why it has items and stage hazards. You could even do the thing Puzzle Fighter/Twinkle Star Sprites/Tetris do and have both players share the snack order over the course of a round

You'd maybe need more content if you wanted to keep people playing for more than a few rounds though, something like items, wacky stages, unique characters, etc.