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I had the same thought about just playing tetris well being an optimal strategy, but by that point it was too late to make major changes to the project (and I couldn't think of a mechanical change that would prevent the issue). 

What about the controls felt odd to you? Personally I am not completely happy with how dropping the pieces works, it is faster then I would have liked and I think it would be better if holding it down did not persist when a new piece spawned.


Thanks for the comment and for paying!

(+1)

I believe it felt odd to me because most tetris games I play have a different layout. "Up" is usually instant drop, "Down" is fast drop, and then there is an "A" button for rotating clockwise and "B" button for rotating counterclockwise.
Tab is fine for swapping boards. I would have also like a "hold" for blocks but it definitely isn't needed for a game jam.

Just to throw out an unsolicited idea, maybe what have happened is that the "weight" of cleared lines stayed on each side to force you to balance the boards even when you are good at tetris (there would need some extra coding and visuals to go with it, and I know that I was already rushing to finish my own game so calling for extra work feels a little hollow lol).

I kinda like that idea, and overall it wouldnt be that hard to implement, I may have to try it and see how it feels. I did intentionally choose to have clearing lines drop the weight, I liked having the possibility of clearing a set of lines throwing the weight off enough that the game ended because of the balance. That exact scenario is why I picked the weight numbers that I did.