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(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!