Thanks for the quick reply!
Worthing
Creator of
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Loving the game so far!
Quick question concerning tech skills 5, 6, 7.
The character sheets lists them as "no training required" does that mean they are always successful?
Also do they count as a tech skill I know for the amount of dies I roll when attempting to use a trainable tech skill?
As an example, I currently have TS-1 (dodge and strike) trained to level 2, and I have TS-7 (fire arrows) learned from journal 2.
Does that mean that if I want to try to use TS-1 in combat that I roll two dice? And if I fail to roll 2 or under can I just revert to using the always succeeding fire arrow tech skill instead of the Dodge and strike?
Thanks!
Interesting approach to use kinematic bodies! That's actually pretty clever way to save some coding time for a jam.
I have no idea what the "normal" way is to code Tetris, but I just used a 2d array of simple struct objects that I just had a few attributes representing each cell on the game board. And then from there is was just a matter of having positions correspond to those cells and basically moving blocks around on them.
I'm sure there's lots of places where my code was needlessly complex, but I think it got the job done.
Also! On the GMTK stream today I found a new competitor! They took it in a totally different direction, but it's still.got the core idea of Tetris blocks building the level for a player.
Thanks for all the feedback! I really appreciate it!
I had been thinking about how to expand/improve the idea that past few days and I literally had that same idea to make the blocks rooms!
I noticed that due to the relatively small and blocky shape of the Tetris playing field, the "level" created by the blocks just felt small and uninteresting, so I was trying to figure out a way to form a more diverse and interesting a level, and I think the rooms idea could be the answer!
Regardless there's a lot of ideas I want to experiment with. I'm also interested in taking a step away from Tetris and trying to come up with my own original falling block puzzle game that's designed from the ground up to mesh with the platforming!
And so begins a bitter rivalry...
I really like the direction you took this in! I had considered having the tetris and platforming be simultaneous , but thought it would be too chaotic. However, you made some really clever design choices that made it work tremulously well, particularly with the controls! Stuff like only having one rotate button and not having a hard drop and having the player continually shot instead of shooting with the button simplified things just enough to make controlling two different game types manageable!
And the artstyle is fantastic! Definitely out did me in that category. It's simple, cohesive, and most importantly it feels complete!
LET THE BATTLE BEGIN!
Seriously so exciting to see another implementation of the same idea! (I'll post more on your page)
100% agree! There was so much more that I would've liked to add. I wanted to make the tetris and platforming more connected and have more of an influence on each other. I especially wanted to have more items that spawn from the tetris blocks (like upgrades for the player, different enemy types, etc) so that you had to think more tactically while "building" the stage during the tetris phase.
Unfortunately, I think my downfall was that I spent too much time perfecting the core tetris gameplay. I'm a bit of a tetris snob and I wanted the tetris gameplay to feel perfect. So I spent a lot of time implementing the correct rules for when rotations are blocked (see here: https://tetris.fandom.com/wiki/SRS), line clear effects, and just tweaking the timing of everything. After that I didn't nearly have as much time to implement everything else as I would have liked!