Line Them Up
LD37 Jam Entry
Dev's Note:
I added some post-jam updates for quality of life; mode indication, extra shots from combos, and fixes for the chrome folks. Enjoy!
Enjoy!
Max
Controls:
- Space Bar: Swap between modes
- Player Mode:
- - Arrow keys: Move
- - X Shoot
- - C strafe
- Tetris Mode:
- - Arrow Keys
- - Arrow Up - "Drop" the block to the bottom
- - X/C rotate block
Dev's Note:
I added some post-jam updates for quality of life; mode indication, extra shots from combos, and fixes for the chrome folks. Enjoy!
Enjoy!
Max
Controls:
- Space Bar: Swap between modes
- Player Mode:
- - Arrow keys: Move
- - X Shoot
- - C strafe
- Tetris Mode:
- - Arrow Keys
- - Arrow Up - "Drop" the block to the bottom
- - X/C rotate block



Comments23
Great job!
A bit of feedback: I found that having a small maximum ammo count detracted from the fun. I would often get a good streak going in the tetris game, but would end up wasting quite a few shots because I didn't switch back and forth often enough. I also noticed that you're missing the "image-rendering: pixelated;" CSS rule, so even though you've got a bunch of the other ones Chrome still blurs when it upscales the canvas.
Quieting the music when you tab out was a nice touch btw!
@Sean - good catch on the CSS, thanks. Will patch that this morning.
@local minimum - this was the best way I could find to map the buttons; the up to drop has indeed irked some people but the 2 "action" buttons for rotation makes too much sense to ignore. You can also tap the down arrow to speed the block downwards, fwiw.
Re: music - it's https://en.wikipedia.org/wiki/Korobeiniki (which also inspired the GB tetris music) with a few different notes and timings; figured it'd be "safer" to work from that than from the "real" tetris music notes.
I'd criticize that it's too hard to get ammo, but maybe I'm just that bad at tetris :/
Maybe if there wasn't an 8 ammo limit, it would be easier for me :D
Great art as well, looks like a real game boy game.
I liked that you have to balance the time you spend in each mode to maximize your score. It made for some interesting choices/sacrifices.
I found the switching between modes to be somewhat confusing, and I'd sometimes accidentally fire when I meant to rotate a block because of not realizing which side was selected. I feel like disorientation was your goal though, so it worked okay, and to some extent it was probably my own fault for being bad at tetris.
Some other small things:
- I'd like to be able to hold "down" to move tetris pieces faster.
- It felt a little unfair that zombies could attack in quick succession without any cooldown.
- I wonder if there could have been some more going on in the shooter, like more interesting level design.
I don't mean to be harsh though. Everything fit together nicely. One of the better games I have rated so far.
The game is nice and fun, but I felt that the Tetris RNG was quite bad (you can read up how TGM handles that here: http://tetris.wikia.com/wiki/TGM_randomizer), giving repeated pieces and bad starting pieces quite a few times. Enhance the RNG would allow to more safely create a stack to save "acquire-able ammo".
Since the tetris doesn't run in real-time, if the RNG did help, one could pause the game when it had a 1-piece well and an 'I' piece to easily score a tetris a recover a lot of ammo. As it is, it was quite hard to do that. (I tried... >_< But I must admit that I'm a terrible Tetris player)
I did feel like the 100 robots target is too much. On a playthrough, I eventually stopped trying to gather ammo and kept circling around the level to avoid the robots. Even though I survived for around 450 seconds (and the spawn speed did increase, which is great!), there was no end to the robots. How long would it take for every robot to spawn?
As you say, getting an I piece in place to recover ammo is good, but you can waste a lot of time trying for the perfect stack - getting a few doubles in a row lets you clear out almost as many robots and can tolerate a bit more mess.
I've finished the game and can do so pretty reliably; takes about 10 minutes for a normal mode playthrough if you can keep up with the robot spawn rate - the trick is to quickly bomb if you fumble something badly rather than try to fix it, and keep the robot count below 2 (ideally only 0 or 1 on screen at a time) to keep the amount of movement you need to do down and let you focus on smashing out lines. The "death by masses" is the way most people seem to die once they've got the basics down :D
I've considered making an easier/"help i'm bad at stress tetris" mode a few times, if I get a bit of time before the judging is over I might! In general though I wanted to recover that "damn, this game is brutal" feeling I got from playing tetris as a kid.
@Nicolaigd - thanks for giving it a look; if you check back, you can tap down to move it down in single increments; I've considered making it tick down faster while holding the down key as well but again, ran out of time :)
Most of my sessions last around 7 minutes. I usually take down around 50 robots. This mean, that I should be able to keep up to the pace you said and I would be able to beat it in around 10 minutes. However, to do so, I feel like I can't make any mistake.
That far into the game, any mistake on the tetris part (no matter if entirely my fault or if the RNG is to be blame*) means (to me) that you lost. If you try to bomb and restart, there's still no guarantee that you'll be able to quickly refill your ammunition. Also, enemies spawn so quickly that time is too short to properly try to do anything at all on the tetris side... And that's considering that I've given up on anything better than clearing two rows at a time (though the one tetris that I was able to strike felt pretty good), so one could say that I've been playing more "cautiously".
Some times, when I'm trying to evade hordes of enemies and regain ammo, I'll end up getting trapped by a newly spawned enemy and have no room to escape. This could easily be solved by requiring some distance to the player when spawning enemies. Trying to gain time still wouldn't be free, because the player would still have to maneuver around enemies.
I'd also really appreciate the "next piece" feature. I usually can't really make informed decisions about where to place pieces. I simply pick a placement that seems less worse on the long run (i.e., blind guess).
Thanks for the detailed comment back! I'll probably come back a few more times to this game... until I finally beat it! :)
* I understood that you didn't have time to implement anything better, but it's quite common for me to get consecutively 3 of the same piece. There's a moment the there's nothing else to do, except trash your stack.
-Hisfantor
It took me 798 seconds, and I got a tetris mastery of 128.