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(+1)

The tutorial makes it look way more complex than it really is. I do not have any suggestions on how to improve it, though. Maybe just “show, don’t tell” with animations instead of that much text — although i know that in a jam such niceties are not easy to make.

The “middle levels”, that is after the second or so up until the point things get unmanageable, are a bit boring. I kept filling blocks to create the shapes i had available and the beast had no way of beating me, so i felt like i was doing a somewhat pointless exercise waiting for more interesting things to come. This is OK for the first level, as i was getting used to the game; maybe the difficult ramp should follow more an exponential rate rather than linear, so that it gets to the good part faster.

I do not know if it would make things more complicated for no gain, but sometimes i missed a “skip” button or something. This happened on these “middle levels”, where i could see that gray boxes would form shapes i could use, so i was forced to fill a block, making me feel like i was “helping” the beast.

I think i would make the game over condition more obvious when the beast wins. Since i could no longer pay attention to everything, my experience is that the game “decided” to fade out and spit me back to the main menu. I assumed that i lost, but i did not see it.

I am amazed how you took familiar shapes of blocks and still made a unique concept with them.

Good job!

maybe the difficult ramp should follow more an exponential rate rather than linear, so that it gets to the good part faster.

In Tetris, you can select the starting level; I believe this would be a good feature here.