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(+1)

Seems pretty innovative! Didn't see this take on "match 3" kind of games before. The iteration I've played could be greatly improved with two things IMO:
> start with some blocks on the field. There is some useless down-time at the start of the game where you're literally just watching and waiting
> Don't drop block per pure RNG. Unlike similar classics like Tetris and Bubble bobble, the player has no say about where the block drops and losing because of terrible RNG that drops a ton of blocks on one tower with no way to destroy it feels very bad. Either have a system that drops blocks in pseudo-RNG fashion, or better yet, give the player some limited control over were blocks are dropped (maybe let them block one column at a time and prevent blocks from dropping there)

(+1)

Thank you for the feedback! I totally agree, and your suggestions are actually both things I'm currently working on, as well as a way to speed up the blocks if you ever have a time where you've cleared the screen and have to wait for more blocks to fall. Rest assured, the next iteration is going to have a lot more features and polish. Stay tuned!