(no title)
bubblesorting | 1 month ago
Some feedback: - Knowing the scoring system is helpful when going 1v1 high score
- Use a different randomization system, I kept getting starved for pieces like I. True random is fine, throwing a copy of every piece into a bag and then drawing them one by one is better (7 bag), nearly random with some lookbehind to prevent getting a string of ZSZS is solid, too (TGM randomizer)
- Piece rotation feels left-biased, and keeps making me mis-drop, like the T pieces shift to the left if you spin 4 times. Check out https://tetris.wiki/images/thumb/3/3d/SRS-pieces.png/300px-S... or https://tetris.wiki/images/b/b5/Tgm_basic_ars_description.pn... for examples of how other games are doing it.
- Clockwise and counter-clockwise rotation is important for human players, we can only hit so many keys per second
- re-mappable keys are also appreciated
Nice work, I'm going to keep watching.
vunderba|1 month ago
https://en.wikipedia.org/wiki/Tetris_(Spectrum_HoloByte)
qsort|1 month ago
I don't think the goal is to make a PvP simulator, it would be too easy to cheese or do weird strategies. It's mostly for LLMs to play.
bubblesorting|1 month ago
On the topic of reflexes decaying (I'm getting there, in my late 30s): Have you played Stackflow? It's a number go up roguelite disguised as an arcade brick stacking game, but the gravity is low enough that it is effectively turn based. More about 'deck' building, less about chaining PCs and C-Spins.
Keyframe|1 month ago
One of my dream goals was to make a licensed low lag competitive game kind of like TGM, but I heard licensing is extremely cost-prohibitive so I kind of gave up on that goal. I remember I said to someone I was ready to pony up few tens of thousands for a license + cut, but reportedly it starts at an order of the magnitude higher.
ykhli|1 month ago