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(+1)

ok gonna be real honest, I came in and saw “tetris but with physics and can’t rotate” and I just thought aw snap here we go again, thinking I wouldn’t get it.

First run I kind of made a mess and then rip. Second run though… made it to wave 5. Huh. It was like 4D Tetris, where you need to think ahead of time where the blocks fall to make a solid wall.

ooooooooooh…

I then started building little castles and shapes that if hit this way like the enemies do, they’re gonna fall like this. And then you add another enemy. Had to re-engineer on the spot.

Apart from the audio jumpscaring me (which, tbh, I think every Godot 4.x had this audio level issue; my game did too, to a dangerous degree; and many others that I play did); and some art decisions (like the game over screen) that I didn’t really vibe with…

Solid gameplay. Good idea!

Yeah I probably should've picked a less bright pink for the game over screen. Or was it the font that didn't fit with the rest of the game?
Also, would you mind describing the audio level issue? I haven't noticed anything out-of-the-ordinary with audio on both my game and other Godot games.

Thanks for playing!

(+1)

Half the colour, half the text. Maybe it was the contrast, but nothing waaaaaay too complicated.

The audio is something that I’ve found in almost every Godot 4.x game, where it’s waaaaaaaay too loud on export. You cannot hear it on the editor, or even in your own machine. It manifests when someone else plays.

And I took a look at the Godot code and to be honest, it seems like it overrides the volume you set on your game or in your machine. Don’t know how else to explain it.