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Though the game is pretty much standard tetris, I enjoyed the odd, surreal graphics and presentation. I gave this game five stars on how well it follows the “incompatible genres” constraint. I think that’s both its greatest strength and its greatest weakness.

It’s a strength in that it shows what’s possible when you combine a falling block puzzle game with a first person racing perspective. But it also highlights the issues that occur when you take a 2D game and replace height with depth. It makes the game much more frustrating to play, because judging depth on a 2D screen is very difficult. I would often misjudge where to put pieces because what I thought was a 1-block deep hole turned out to be 2 or 3 blocks deep.

I’m not saying this to be harsh, in fact I’m glad I played your game. It made me more aware of how important depth perception is, and I will incorporate this experience in any future 3D games I develop.

There were also plenty of physics mishaps, but they’re forgivable considering this was a game jam game.

I was thinking the same thing once I get the main gameplay loop together! It's often tough to determine how deep the 'holes' are until you get close to the point where you may be unable to recover. I considered either darkening the block colors the deeper they were located or adding a specific texture to the topmost layer of blocks, but ended up not having enough time.

My initial idea for the jam had much more to do with driving, having traffic and various tracks, more interesting car handling, and it would be a race to get to X number of rows cleared before an opponent. Ended up with basic tetris with a change in perspective.

Thanks for the feedback!