Nice, thank you! See you then... :)
ChillZombie
Creator of
Recent community posts
Hello,
looking forward to the event... I do have a question about the rules:
I compared my possible game ideas to the linked Rogue article. To be honest, i know that i would have significant technical difficulties with implementing grid movement and turn based aspects - i would like to ignore those.
Would my game still be welcome if it checks the other boxes?
✔ Permanent consequences
✔ Character-centric
✔Procedural content
✔ Clean runs
Thanks!
ChillZombie
I tried everything but i just get defeated after 1 minute, i can't even get the first weapon upgrade... What am i missing here?
BTW, everytime i get defeated i hit reset progress and delete save, is that correct?
Also, is there any other mechanic besides upgrading that i might be missing? I clicked everything and hit every key on the keyboard, but .. you never know :D
EDIT:
Ok, after a couple of defeats i got it going, played for over an hour, great game!!
Nice thumbnail! I never thought of using a gif, thats a smart idea!
And thanks for the leaderboard, really cool! However, i think there is still bug:
After game over, you keep your score when you start a new game. When you refresh the page, it resets...
I am pretty sure now that this is how i reached 14000 in my previous tries :D
ok, i got a score of over 14,000 ... I think i played for over two hours .... So far ;-)
This game is absolutely amazing! Thank you so much!
The only three little details i would suggest is making the 'blocked'blocks a bit darker or something, they resemble the lighter block, its a bit hard to see the difference. Also, maybe add a bit more delay between collapse and tetris phase, so that we can switch from mouse to keyboard. Lastly, i was wondering: maybe you could create a thumbnail that shows a bit more of the game?
While i kept playing and playing, i was trying to analyse why i liked this game so much and which lessons i could take from this. Here is what i came up with:
- it starts small to introduce the different game mechanics.
- the tetris movements are pretty forgiving which is a real life saver in a lot of cases.
- there is a rather stressful tetris phase that is interrupted by the collapse phase (in which, i believe, you can take your time and it doesn't make a difference, right?) This lets you breathe for a second, i never realised this might be important until i saw it here.
- even though it is a game of strategy/puzzle/speed/reaction, there is also a bit of luck involved. To a point where, even when all hope seems lost, you can get a lucky combination of special blocks and regain some ground. In most of my runthroughs i ended up with a pretty full map each round, however there was always one 'tunnel'left where you could squeeze in an i-block, which gives you four lines all of a sudden with means loads of special blocks. Long story short, it is incredibly well balanced.
Again, thank you and congratulations on such an amazing game!
Ah, i see, thanks!
Well, i could definetly imagine it being more fun if you tweeked mechanics a bit.
For instance, i find it weird that you roll and control the ball yourself. Maybe it could always drop on a fixed rythm (which increases when you get to a higher level) in the middle going straight down and you use strategically placed arrows and other features to direct the ball to a group of pins you set up. As for the gutter balls, maybe from time to time you have to 'sacrifice' one throw to get rid of all the gutter balls you had to place.
As you predicted, Forget-ris was my favorite, super intersting to play. But please, explain how sedem blokov works. Here is what the translator told me (for me, the description was not in english by default, is this normal? )
'Learn the secrets of the blocks and use their unique abilities, because without them you won't get any further.'
Can you provide more info?
And: thanks for the cool games! :D
Edit: Ok, i got so far: you have to hit space bar to activate special functions of the different blocks, since normal line breaks are not possible. The special power need some time to cool down before you can use them again. It seems like there are more powers to the blocks, which are locked...
Congratulations to your first jam! This game has really cool looks and a banger music!
This is my first jam as well, and there is one thing I learned which I would like to share with you: Since your controls are pretty unique, maybe you should include a warm up phase where you don't get killed right away while you try to figure the game out. You could even consider a separate, easy level starting to introduce, step by step, the different features and movements. It took me a while to figure out, others might give up earlier. Also, for the first ten games i wasn't even sure if i hit the right button, there is so much going on that you don't really know if you have control over the chaos or not. (don't get me wrong, i like the chaos a lot :D)
As for the display, it is difficult to get it scaled correctly, i see most of the screen when i zoom in, but not all, i don't know Godot so i don't really know how you can improve that.
Overall, i think that the spawning cubes and change of active player idea is super fun, it is sort of a swarm feeling, really cool! In my opinion, worth polishing.
Maybe you can add a endless runner (or endless faller) mod as well...
Nice game, the design is well done! I think you could maybe add shortcuts for the stamps to make the game a little faster, its too difficult to stamp 4 or 5 parcels before the next badge gets in. (then again, maybe i am just too slow :D)
Also, even when stamped green correctly (= correct weight, not damaged) it plays the error sound, maybe you could display the score for each parcel so players understand better if they understood the rules correctly or not.
Got 36000! Great game, really cool! I believe every submission in this jam had to think about how to deal with difficulty, and your way is extremely well thought out. At first i didn't even check or understand the timer, concentrated on my moves, then, after a while, the pressure starts building up, really really well done!
I would like to have a shadow where the piece will land, but since you also have the shadow for the level 'goal' piece, you probably decided against it, which i also understand. Maybe a grid instead?
I absolutely love this! It is very satisfying and fun, with clever game mechanics!
If you could move the cursor to prepare your next move while the break animation still runs, that would be cool. Also, i noticed that i hardly had time to check the combo points being calculated since i need to watch whats happening during the block break. If you had simplified visual clues as an overlay close to the game field (like "2x!", "3x!" or maybe "bronze!", "silver!", "gold"etc..) it could be more rewarding.
But honestly, those are super minor details, i think this game works very well - congrats!!
Very well done, the style is very consistent around game and menu, very nice.
I have, if i may, two suggestions:
- It would be a good idea to introduce the 'destroy block' function more visibly: I was about to comment 'too hard' when i finally discovered that you could actually do that. I can imagine most people just reading the left side to get controls and then they just start playing. Since it is a pretty unexpected feature, you could make it pop or blink at the beginning, or maybe show it near the stone forecast.
- Maybe you could add some sort of penalty for using the destroy function. Right now, it is too easy, i could have played for hours if i wanted to, but after 20 lines or so, its kinda idle. After you destroyed a block, the next block could come quicker for example.
