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The tutorial screen was very clever. I liked the way bones broke when clearing a line, although some visual or auditory flair upon the line itself breaking (or any other player action) would have gone a long way in making the game satisfying. There was a certain lack of escalation in challenge. It was neat how the actual gameplay fit into a 48x space, with the rest being used for UI.

I had fun with the way the bones broke down after clearing a line. I did have a system that after 25 lines cleared, the game would get faster, but looking back that number should have been reduced. As for the UI space, that was actually a recommendation from a friend, and I think it worked out well!