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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

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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!