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Being able to change the drop rate would be a much appreciated change. Good to know the physics haven't changed and it's just in my head, as well as the sizes being the same. Also not sure how I missed that you added my score, I must have misread it, my bad. 

Also, not sure how games are added to steam or if it'd even be worth trying to do so but have you considered trying to get this on there? I wanted to pay for it but this website doesn't accept credit cards, which is my only payment method. 

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I'm considering doing a steam release in the future with proper multiplayer it would be around 3-5$ depending on how much extra content I provide (and whether server cost is a real issue and something I choose to use).  I would probably feel the need to improve the visuals a bit and differentiate it a bit more from the original first. Also I'd probably be switching over to steam leaderboards for the steam version for the ability to programmatically create new leaderboards based on whatever settings the player has (up to 10,000 per game apparently)

I'm just working on my physics platformer (like getting over it but it's for controller and you control two arms) right now so my time is a bit split. This is my long term project and I am working on getting a steam page up for it currently and also doing preparations for steam next fest etc

The drop rate toggle has been added 

Love the change, especially since I can toggle it mid game. One question though, was the second smallest square resize intentional? And if it was, is it just visual or is it actually taking up less space?

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Good catch there, it seems I entered it wrong looking at the git history. Suika classic has different sizes and each mode can have its own so it looks like I made a mistake. I'll revert this change with the next patch, hopefully it's rather inconsequential. In the version I'm working on I'm having spawned shapes now average the rotating of the two merging shapes, does this sound like something bad for the mode? It seems to work well from what I've tested so far. (adding music, rectangles, hexagons and a couple other things right now)

I don't think it'll have too big an impact but if Meep starts getting some crazy new scores that may be why. I still don't know how he manages to get such good scores so consistently. 

I'm having a hard time picturing what you mean in regards to the rotation of merging shapes. Could you post a gif of an example? 

When two shapes merge, they both usually have a different rotation. The different options for how to choose the rotation of the new created shape are: Use the same rotation every time (no rotation), use the rotation of one of either objects that are merging, or take the average rotation of the two merging shapes. Right now it is no rotation, but I'm looking to change it to averaging the rotation of the two merging shapes

Hmm... It feels like it'd be something I'd have to try to know if it'd be a good change or not.  Would you be against reverting the change if it turns out to be unpopular? 

it's live right now, but yes I could revert

Actually I'm thinking of reverting or trying another method since it seems like the old squares version was enjoyed more. Averaging square rotations is leading to a lot of 45 deg rotated squares. So it might be between, take the rotation of the faster moving shape, or just spawning unrotated. I'm just going to do some testing for a while and see what seems best

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Squares and the new rectangles do seem to be going at an angle more often. I think this especially hurts the rectangle mode, as a large block suddening flipping itself sideways is sometimes game ending. Getting clean stacks of squares is a lot harder too. I didn't notice any difference with the triangles but they tend to slide anyway, so it seems the less the blocks move once placed, they worse off the change is. 

The latest version (I don't know which you are on) is now taking the faster moving object's rotation, so in rects if you drop it sideways, the spawned shape from a merge will be sideways. It lets you control the rotation of the object being spawned so I went with this