Well designed, appears simple but becomes more and more difficult. Also took me entirely to long to realize the debris was alerting you before it dropped.
A bit hard to see where the objects are about to land when they cover the green and red outlines. Maybe if the objects were transparent until they landed?
Interesting concept, feels alot like tetris. Not sure when the game is meant to finish or if i was doing well thought. Had some problems if i pressed R or T everything disappeared aswell.
@kamikaziuk thanks for the feedback, the R press is an issue with the quick restart feature that i should look into fixing, the T press might need a bit more looking into thanks for the heads up!
Nice tetris-ish realtime puzzle. Interesting take on the way you clear tiles again. Nice graphics, the third dimension makes it more difficult to make out the board, which is anticipated, and working. Sound is ok, but a bit background music/sound would improve the mood.
An interesting mechanic and the game is built well around it. Almost got 74 points once, but it was 68 in the end. Good work! Although I found that the incoming pieces often covered the playing field making it hard to figure out what shape is landing.
I was really impressed by this game. Simple, yet fun. If you polish this out with different level layouts and more easily visible dropping blocks, this could really become a cool puzzler. Can't wait for the Switch Port!
Nice take on the Tetris style design. It felt layered without being too complex. My only feeling was that there just wasn't enough time to position the falling blocks, so a faster fall time would have been appreciated. Great job!
Different sound effects preceding the debris/offices are clever!
I like how the rocks just destroy each other as well, giving you a chance to keep the playing field open. But you can't 'get rid' of the offices at all, so even the most skilled player will stop the game after a relatively short while. I think, if you'd really want people to get into it, there must be a (difficult?) way to keep playing (maybe the playing-field slowly drifts rightwards or something).
Why do offices/debris they come in batches? Would it spice up the game if it where randomized as well, or is it worth it to keep it this way because of strategizing. I can't really think of many situations where it's that helpful to just know the type of block when the shape varies wildly, and it could be solved by having a 'next block' preview as well.
You probably already know this, but some music would really help! :-)
This reminds me of a very old game, Blockout, but this has a different focus.
Anyway, solid entry when concerning the basic gameplay, and it's nice that there are already some effects like the rotating debris and the boosters under the buildings. It could use even more of that juice; particularly screenshake would be a good one to add to this game :-)
Comments22
Cool Tetris-like concept, I really enjoyed it!
A bit hard to see where the objects are about to land when they cover the green and red outlines. Maybe if the objects were transparent until they landed?
Other than that, great job!
I enjoyed this game and could totally see it becoming an addictive mobile style game too.
It's pretty simple and gameplay mechanics are easy to understand.
Although I found that the incoming pieces often covered the playing field making it hard to figure out what shape is landing.
Gets really tricky at the end, but fun.
Different sound effects preceding the debris/offices are clever!
I like how the rocks just destroy each other as well, giving you a chance to keep the playing field open.
But you can't 'get rid' of the offices at all, so even the most skilled player will stop the game after a relatively short while.
I think, if you'd really want people to get into it, there must be a (difficult?) way to keep playing (maybe the playing-field slowly drifts rightwards or something).
Why do offices/debris they come in batches? Would it spice up the game if it where randomized as well, or is it worth it to keep it this way because of strategizing.
I can't really think of many situations where it's that helpful to just know the type of block when the shape varies wildly, and it could be solved by having a 'next block' preview as well.
You probably already know this, but some music would really help! :-)
This reminds me of a very old game, Blockout, but this has a different focus.
Anyway, solid entry when concerning the basic gameplay, and it's nice that there are already some effects like the rotating debris and the boosters under the buildings.
It could use even more of that juice; particularly screenshake would be a good one to add to this game :-)