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(+1)

Pretty fun, but takes a lot of time to wrap the head around.

I played with a controller.

  • I would often accidentally move the knight against a wall or a void tile and use a hammer which was not desired, especially annoying while in "block placement"-mode
  • switching between the two modes is very awkward: I want to move the knight and think where to go, but the blocks would start falling again automatically
  • when pressing the trigger to quickly drop a block, it would rapid-fire and place several blocks
  • the first level is overwhelming in many ways as too many things need to be learned at once
  • the red block helper doesn't show items & enemies which is a little annoying when rotating, because I have to think about how to rotate the base shape, look out where the walls are and then know where the items/enemies will be placed
  • would have been nice to have the controls on screen while playing, instead of needing to go into the menu
  • only after I was done playing did I discover the "separate" control scheme, which plays a lot nicer, especially in order to learn the game. Would have loved to have this as the default.

Thanks a lot for playing and the feedback!

  • I would often accidentally move the knight against a wall or a void tile and use a hammer which was not desired, especially annoying while in "block placement"-mode

I get what you mean. In the fist prototype I had it so you had to hold down a separate button while moving to use the hammer to avoid this kind of mistake, but I removed it because some people found it unintuitive.

  • switching between the two modes is very awkward: I want to move the knight and think where to go, but the blocks would start falling again automatically

this might not be what you want, but in the options you can make the tetris pieces not fall automatically. if you have suggestions for how to make the switching less awkward I'd love to hear them.

  • when pressing the trigger to quickly drop a block, it would rapid-fire and place several blocks

that's odd, as I set up the code so that you have to let go of the button before being able to drop another piece. what platform were you playing on? maybe it's a specific issue to the web version... still very odd and definitely unintended.

  • the first level is overwhelming in many ways as too many things need to be learned at once

hmm I tried to make the first level easy and short but I guess I failed. I should revisit the idea of a tutorial mode.

  • the red block helper doesn't show items & enemies which is a little annoying when rotating, because I have to think about how to rotate the base shape, look out where the walls are and then know where the items/enemies will be placed

that's fair. originally I did it like this because I didn't want the players to only look at the projection of the piece, but I'll do something about it

  • would have been nice to have the controls on screen while playing, instead of needing to go into the menu

true. I'm not sure where I could put them as the UI is already pretty busy. this is another thing that a tutorial mode would help with maybe. 

  • only after I was done playing did I discover the "separate" control scheme, which plays a lot nicer, especially in order to learn the game. Would have loved to have this as the default.

hehe that's fair. this used to be the only control scheme in the first few version. I added the new control scheme a while ago to simplify the controls and the game itself since with 'unified' controls, you only have to focus on one part of the game at once.

again thanks a lot for this, and I hope you'll look forward to the finished game!