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(1 edit) (+2)

What an excellent little block-dropper.  It manages to get around all the usual problems of physics-based tetrises (PBTs):

  • In most PBTs, you need to play as straight-edged as possible, and if a piece goes diagonal, it becomes a long-lasting major problem.  In SSSS, this is still sometimes a problem, but it's not avoidable, because the squishy pieces and leftover goop mean that pieces just go diagonal all the time whether you like it or not.  However, dealing with the mess is a lot easier because the pieces give you so much wiggle room.
  • In most PBTs, the impossibility of perfect rigid-body simulation means that often it's a strategy to just slam pieces down on top as hard as possible, hoping to compress the pieces on the bottom enough to clear a line.  In this game the gradual compression is a feature, not a bug.  That said, there isn't even a way to slam pieces down.

In addition, there is an extra challenge that this game introduces:

  • You can't simply clear lines, you also have to drain the leftover goop!  The liquid drains out of the lower corners, so if you have pieces blocking the corners, you can end up with jelly build-up in the middle of the board, which makes stacking a little more difficult, and can dilute your piece density, making compression line clears less likely.

I do wonder how the line clear detection works.  Most PBTs do this by checking the density of discrete regions on the board of height 1, and most mark what those areas are on the side of the board, so you can see if you're satisfying one or if your density is regrettably split between two regions.  This game doesn't have those markings, so I'm not sure how the line clearing works, but I have a suspicion that it's counting square-centers in the regions rather than density or area covered (which mean the same thing in rigid-body simuations, but not when the pieces are squishy like this).  This is also evidenced by the fact that unlike most PBTs I've played, SSSS doesn't slice pieces at arbitrary angles; it leaves behind remnants that are made of full squares.

(I talk about "most" physics-based tetrises as though I've played a lot but actually I've only played Butsuris and Not Tetris.)

As for the presentation of the game, the graphics are plain but fitting; the pieces are especially well-rendered.  The sounds of the pieces moving around are very satisfying, and the characters are adorable.  I didn't think I had a squishy objects kink but this game is making me rethink that.

If I have a complaint, it's a complaint which is secretly a compliment: I want more!  I want harder modes, modes with larger boards and pieces!

In summary, this game is extremely fun for a tetris fiend like me, and I'll probably be continuing to play it for days if not weeks if not months.

(+1)

thank you lots! i'm glad you enjoyed the squishy things and how they play

as for how line clear works, i knew i wanted to make it so pieces only clear their individual squares. i got this idea from butsuris actually (still wild to me you know what it is by the way), having residue be polyominoes instead of arbitrary shapes felt easier both to play and to code. and because of that, i made is so that instead of checking discrete sectors for how full they are, the game instead just keeps track of the center position of each of those blocks, and if enough of them are close enough vertically then they must be lined up and clear. this allows lines to be cleared anywhere, but would make it hard to implement some kind of "fullness" indicator... maybe i can come up with something later on for a full release?

speaking of full release, there were a few ideas to expand on the game that ultimately didn't make it, like a loose campaign to unlock new piece colours, an endless mode, maybe a puzzle mode too where line clears are disabled to give the true softbody tetris animation experience... maybe not much in terms of bigger board though because ouch my framerate lmfao, but hopefully that's something to look forward to

(1 edit) (+2)

Oh so the line clears aren't locked to discrete areas, that's nice to know.  I don't think you really need a fullness indicator if that's the case.  After suggesting larger boards I was playing it some more and noticed my framerate did start chugging when the board was really full so yeah, I don't think it can really get bigger.  I've also noticed a couple fairly minor issues, neither of which significantly hampers the enjoyment really:

  • When holding down to accelerate a piece, if the piece touches the wall it goes dark and you lose control.
  • Rarely a pressure eruption will launch a piece into the death detection area and cause a game over.  If this isn't intentional, you could fix it by only game overing if the piece spawn is blocked for an extended length of time.  That would delay game overs in the normal case though, so it might not be worth it.

Oh and also.  My cousin walked in on me when I was playing this game, and said "That character looks kind of familiar," and I said "That's odd, I'm pretty sure they're both original characters," and he said "I think that's the avatar for a tetris youtuber."  So yeah, I guess you're famous.

hmm, I guess i could fix those two things, the former would be a different collision check to make sure it collides with something that's specifically not the edge of the playfield, and the other has been suggested a few times, i suppose it's fair to let pieces settle a bit and I don't mind making the game a little extra forgiving if it means it's less frustrating. though i'll probably do that after the jam as a quick update

also yeah while the face of my youtube channel is another sona of mine, she does share the same species therefore headshape and stuff as gabby does, and also i've put violet in a couple thumbnails recently of some arcade recordings. guess that means the both of you are into tetris then, huh? tell him i said hi!