Regarding point 3, if you do this 2-3 times in your game, it will lead to a game over, while in classic Tetris you only get blocks in the bad place.
Theoretically, this shouldn't add any difficulty, since it would only attach if you intentionally moved toward the static block while there was no space between the static and moving blocks.
SeductiveSoloCreations
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I don't play Tetris at all, but I have watched some Suisei Tetris streams, so I have a general idea of how classic Tetris should be played.
1. No WASD controls.
2. In classic Tetris, when you clear the line, the blocks above fall down. In your game they are always static, this alone increases the difficulty of the game, and on top of that the falling speed of the blocks also increases. IMHO you should keep only one of those, either static blocks with constant falling speed, or either make all blocks magnitize to the center while increasing the falling speed.
3. I didn't like that you can't attach blocks by moving in the direction of static blocks. Like, if you moved it to the point where there are no blocks on the way, you can't do anything.
4. Maybe instead of a rectangle, make that you have to build a line in each direction, like playing 4 classic Tetris games at once.
This is mostly about the classic mode, I've played other modes, but I'm not a big fan of Tetris, so I can't give any feedback about them. But overall the idea is good.
"Maybe aiming could have been bit more precise. Especially when you got closer to the hole, you couldnt always get it lined up perfectly."
Is it still too fast with the Shift held down (which reduces sensitivity)?
"Also i found it was hard to make very small hits when i was right next to hole."
Was it because of the high speed of the Power Bar? or was it something else?
"Sometimes turning became really sluggish."
I didn't quite get that. When exactly?
"At one point i was unable to hit the ball at all. Not sure what happened there."
I'm aware of this softlock, I thought I had fixed it, I guess I was wrong.
"Maybe if you had to get certain score to unlock next level, that would give player some goal to aim for."
In the full game, the levels are procedurally generated, so I can't do that. All demo levels are pre-generated.
What about the controls? Did you understand that you can change clubs and shot types?
Thanks for your time and feedback.
https://seductivesolocreations.itch.io/endless-anime-golf-demo
Hello,
I have a demo on Steam, and the only thing I can see is that 90% of the players quit the game before 10 minutes, and unfortunately they're not willing to leave even a few words about what they didn't like.
I would like to know:
How clear are the game mechanics/controls?
What didn't you like? (Except for the bad animations. I'm working on improving those)
In addition:
Do you play a lot of golf games?
If so, are they mostly AAA or Indie?
For low spec users:
I'd appreciate it if you'd post your PC specs and how well the game performs.