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thank you, glad you liked the sound and the squishy!

the way the game checks for the lose condition is not with a cutoff height but rather by checking if something is in the area where the next block would spawn (which is in the hood funnel thing), so if i were to give more visual room it would also show the pieces snap into existence and kinda break the illusion that they're falling from somewhere. that said the pieces are so big compared to the field anyway that maybe checking for a piece landing above a certain height could have been a better idea, because then i could have done what you suggested... something to think about if i come back to this i guess

also about the lag yeahhh i know it gets real bad when a lot of liquid jelly spawns but that's on me for having like over a hundred particles all colliding with one another lmao, I didn't know how to do it any better without doing something super complicated that would have taken several days to figure out and might have put me on an even tighter time limit for all of the sound and spritework stuff. until i have time to figure out proper fluid sim on compute shaders that's gonna be all i can do

i have had ideas to do more with this game that i had to cut back from the jam version though so there's a good chance i come back on this to add all this stuff, so that'll be an occasion to fix this stuff too