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dgently7 | 2 days ago

Also enjoyed this, similar frustration at not being able to use powerups in a loss condition. Never got to the state where it felt like the "board fights back".

This comment above about difficulty made me wonder if there are more interesting things to do with the unclear-able blocks that would both let you ramp the difficulty and achieve more of your vision. A few off the cuff ideas:

* enemy blocks that are clearable if you make a row and a column through them * enemy blocks that require to be surrounded by n deep blocks to resolve * enemy blocks that automatically pop into single cell holes * enemy blocks that grow by infecting neighboring blocks over time or the more other rows you clear * enemy blocks that require multiple row clears to resolve

the thought is having a few types with each enemy block needing a different strategy to resolve would give you more levers on how to control difficulty and give you more variation to the strategy and more agency to defeat them. powerups is kinda a deus-ex-machina currently. you dont feel earned satisfaction when you clear an enemy block.

discuss

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Humanista75|2 days ago

Thank you so much for your feedback; these are really interesting contributions!

The idea of giving blocked cells more functionality is excellent, especially being able to clear those 'enemy blocks' by crossing both a row and a column over them simultaneously. It's brilliant. I'm going to think more about it and see if it fits the core essence of the game.

I also like the idea of having different types of blocks with various functionalities. Very well thought out.

I wasn't familiar with the expression 'deus ex machina,' that's interesting! ;)

dgently7|2 days ago

awesome glad you liked it. id love to try it out again if you implement any of them. idk what else to call the black squares so "enemy" felt right for the board fights back vibe.

another nice thing i thought of with enemy block types idea is that you don't need to look anywhere but the board if you get rid of powerups that you just have so your whole interface gets simpler. if you still needed powerups you could have them show up as normal pieces in the chain of pieces.

it def starts to veer into more of a classic tetris how far can you go vibe than maybe the puzzle thing you are going for, but maybe its actually two games. puzzle mode is as now but starts with a fixed set or fixed progression of enemys. you finish the puzzle when you defeat them all. winning then is time or rows cleared or minimum number of pieces even. infinite mode is more like the current. or classic tetris, how far can you go while new enemies spawn in of increasing number and difficulty. winning is how many enemies you clear + lines + time