I used a reverse coyote wall jump. I would just jump, touch the wall, drift to the side, then during the coyote window turn around and jump. This wall jumps towards the wall instead of away from it. This can easily be chained to gain height infinitely and skip all of the gameplay.
ASugraCube
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Nice game. I like the literal interpretation of the theme because it's pretty funny. I may even like it more than more vague or creative interpretations of reversing roles. And the gameplay loop itself is surprisingly good.
My high score is... Reaching the point where the next wolf costs 2,500. The run took 40min and the highest wolf count was 19. It seems like you could go on forever if you're good enough. I gave up with 11 wolves remaining because the run had already gone on long enough.
Ah, if implementing it is the issue, use this as reference: https://tetris.wiki/Super_Rotation_System. Everything you need is under "Wall Kicks". The kick table gives you the locations to test for each piece and rotation. For instance, the kick tests you do in the current (not SRS) system are: (0, 0), (1, 0), (2, 0), (-1, 0), (-2, 0). This means that you check two spaces to the right then two spaces to the left. If you swap those 5 tests with the ones from the table, you'll have a working SRS implementation since you've already done all of the other stuff.
I've been doing the strat that Henry mentioned where you guess a tile on the side then use the number to figure out all of the mines in a piece midair before placing it. It's surprisingly easy as long as you don't mess up lol. But, while I was doing this, I discovered a pretty annoying bug that would happen every time I would get a tetris. If you clear a line with a piece that has been hard dropped, you'll automatically hard drop the next piece. This means after I get a tetris, a piece will always be hard dropped in the middle of the board which is really annoying.
There are cool Z and S spins that you can do with this custom wide kick rotation system. These Z/S spins are easy to setup and very useful.
This is a really cool tetris clone and I'm glad I found it. But, there are some issues that hurt the playability mostly due to how pieces interact with the board before they're placed. This is insanely good for a game jam game, though.
- If a part of the wall is solved (either because you guessed or got super lucky), then you can find all the mines in a piece before you place it completely removing the minesweeper aspect (until you clear enough lines).
- If you clear a line via minesweeper then hold, the held piece will be off center. This looks buggy and messes up the rotation matrix when you use the piece later.
- If you clear a line with a piece mid-air while its falling an hold, the remaining part of the piece will be held. This allows you to get 2 block pieces and that sorta thing. This is a fun bug to mess around with so it might not be that bad, but I just think it's silly that it's a thing.
- If you clear lines with a piece in mid air similar to above except there is nothing left of the piece (instead of only a portion of the piece remaining), then the game will softlock since the piece never registers as landed and the next piece doesn't appear. (but you can still get infinite points with softdrop)
2:20, new glitchless world record I guess? I found a few skips that don't "technically" count as glitches. As with any glitchless ruleset, you need to precisely define what a glitch is otherwise there is no way of knowing what is and isn't a glitch. In this run, I didn't use super jumps, wall jumps, or checkpoint skip jumps. So, I would say this is the new glitchless wr. Of course, this is going to be left to interpretation. More information on the run and the ruleset in the video description.