Realistic Falling Blocks

Realistic Falling Blocks

This game is from ldjam.com, which is currently unavailable.
You can try viewing the original page on Web Archive (may not load correctly).
I'd appreciate any feedback (ratings don't count for anything in an EXTRA game). Please try the finished version: 1.00. The other version are provided here only for the curious about the process.

The game is a realistic physics-based block falling puzzle.
Press any key to get from the splash screen to the main menu. Use arrow keys / AWSD to move the current (transparent) piece. The current piece stays around for a while so remember you can use it to push around previously dropped pieces. Once you're satisfied with the placement of the current piece, you can carefully tap space to get the next one. If you fill a horizontal line it will disappear. The goal is to get the highest score before running out of (limited) space.

Everything's was done from scratch during the jam by myself, only the music was composed for the game by my composer friend Aziraphal.

Tools used:
- Unity (gasp!) 2021.3.30f1
- Visual Studio Community Edition 2022
- GIMP
- SFXR/BFXR
- Audacity

https://www.youtube.com/watch?v=cyeIWMfirn4

version info:

1.00

- adjusted position of splash / gameover screen to the exact center.

[0.99]:

- fade in/fade out the different musics

[0.90]:

- main menu so you can skip the tutorial
- pause menu (on P)
- special menu music (by Aziraphal)
- preparation for gameover music (same as menu for now)

[0.80]:

- changed gameover condition so you can't accidentally trigger it by moving the current piece around
- improved visibility of the splash/tutorial by hiding the pit behind dark glass and changing the color to white
- improved tutorial content to make it clearer
- advancing from splash/tutorial/gameover screen only requires pressing the space once now

[0.75]:

- ingame tutorial
- new (final?) version of ingame music

[0.67]:

- removed vertical correcting force, that was a bad idea

[0.66]:

- new retro sound effects (instead of voice-based)
- removed bug that prevented already placed blocks from rolling (and thus preventing mistakes to be fixed)
- reduced self-correcting force to reduce wobble
- require blocks to be (approximately) properly oriented to fit
- added vertical correcting force so blocks stay in higher level (still need to figure out how to lower them when underlying blocks are removed

[0.60]:

- new version of the music (by Aziraphal)

[0.55]:

- highscore display
- next block display
- lighter blocks that tend not to roll over as much.

[0.50]:

- added countdown sound
- Correctly placed blocks have an autocorrecting force to make the game easier. Unfortunately this introduced the dancing block syndrome.
- slightly smaller blocks so it's easier to squeeze them into tight spots.

[0.44]:
- "Wireframe" falling/active polyblock
- spoken sounds effects (not sure I like them)
- adjusted probability of different polyblocks of the same size
- less intensive side lights
- higher start point for block to get more time

[0.41]:

- intro screen appear animation
- gameover screen appear animation

[0.40]:

- improved handling/heavier blocks
- draft music (by Aziraphal)
- intro screen disappear animation
- gameover screen disappear animation
- disappear/explode animation

[0.30]:

- display score

[0.25]:

- Game over screen
- splash screen
- scoring (not visible yet)

[0.22]:

- restart (automatic when failed)

[0.2]:

- first published version

Possible additional improvements:

- settings (music / sfx levels, ..)
- powerups (shake the pit, laser to destroy some blocks, bomb to destroy many) - turns out they were not really needed
- speed up so the game gets harder as you play
- online highscores
Found a bug?
Tell us on Discord