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A jam submission

TetrisaurusView game page

2D platformer mixed with Tetris Clone. Can you defeat the volcano?
Submitted by Cranberry Ninja — 2 days, 39 minutes before the deadline
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Tetrisaurus's itch.io page

Results

CriteriaRankScore*Raw Score
Music/Sound#73.1533.250
Fun/Design#122.6682.750
Technical Implementation#132.6682.750
Overall#162.7162.800
Theme/Limitation#182.7892.875
Graphics/Animation#192.3042.375

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Did you credit all assets in-game (including your own) as required by the rules?

Yes

How does your game implement the focus, Dinosaur?
The main character is a dinosaur, trying to avoid extinction from the volcano

Team Size

Trio (3)

Completeness

Complete Game

What tools did your team use to construct the game?
Game made with Godot Engine
Assets created with Gimp, Krita, Stable Diffusion, Blender, MuseScore, Audacity, jfrx

Which art and audio did you / your team NOT create?
The Music is by SketchyLogic
https://opengameart.org/content/hungry-dino-9-chiptune-tracks-10-sfx

Which art & audio did you / your team create BEFORE the jam started?
None

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Comments

Submitted(+1)

Cool that you keep at it and submitted something event though you had to start from scratch after 7 days.

For this game I feel it's a bit frustrating that you cannot jump when on top of falling blocks (or a least didn't work for me) I feel it would have added a bit of challenge being able to reach area that are too high to directly jump on.


What did you use stable diffusion for ? (I'm intrigued), the loading screen ? the starting screen ?

Developer(+1)

Thanks for playing! Technically you can jump off of a falling block, but it is very difficult because the blocks teleport down the grid so the amount of time the rigid body is marked as grounded is very short. I did want to fix this, but ran short of time >.< 

I used stable diffusion for the menu screen and the background screen in game (not the volcano part). I also used it to generate the rock textures of the cliff wall.  For the menu screen I had it generate the dinosaur, the meteor, and the background landscape. Then I modeled the 3D tetris piece in blender and rendered it at the angle I wanted, slapped it over the meteor with an overlay filter, then I passed the whole composited image back through stable diffusion to help improve some of my sloppy gimp work. Stable Diffusion is great for getting little pieces together and I have used it a lot for my recent game jam game (making screens, background, textures, ect.). I would highly recommend it as just a general art tool and I have seen some artists do some crazy things with it. 

Submitted(+1)

It's a fun idea, but I felt like the blocks were falling way too slow and were way too hard to control

Developer(+1)

Thanks for playing and the feedback! The blocks do speed up as your score increases,  and you can press the down key to force them to fall quicker in the early game, but I can see why the slow fall may be frustrating when starting the game. 

Submitted(+1)

Really fun! Definitely one of my favorites. I love the whole game, the way it all works is perfect and love the fact that there is 3 types of blocks and that you can see ahead and plan things out. Although, I obviously didn't do very well as I only got about 1000 points but I can see myself playing this quite a lot and getting good at it for sure. 

Developer(+1)

Thanks for playing and your kind words! A little practice goes a long way, my roommate seemed to get a kick out of the game after I forced them to playtest it for me and now they crushed my high score even with all of my practice from testing changes lol  

Submitted(+1)

I play a lot of Tetris. Actually, my own entry has Tetris influence. I immediately liked the idea of platforming around the blocks, but then I understood, you still have to try and clear lines, so, when I play this game, there are some key things missing that really add some stress. You can’t really control very well where the blocks come. I know they’ll fall on the dino, but not how, for example which mino of the block will land on the dino space. There’s no ability to turn either. So obviously those things are based on if it’s going to be like Tetris and needing to clear lines. If instead the game was endless, and you were just trying to stay on top of the blocks, I’d highly recommend adding some arcade variety elements, like increase speed, make the whole thing bigger to look at, and stuff like ‘bombs’ (in theme of course) and anything to focus on the platforming and arcade aspect.

I think the concept is neat and has potential. It’s missing a bit of finesse at the moment.

Developer(+1)

Thanks for playing and for the feedback! As far as controlling where the block goes I tried to provide an indicator with the next block to show where it would fall relative to your dinosaur, but I guess that was not very clear.

The speed does increase along with your score and maxes out when you get to 4000 points at which point the speed is so fast it gets really hard to platform around successfully. 

Working around not being able to turn the blocks made it interesting because that was such a crucial control component in original tetris. The sand blocks were introduced to help solve that, but I feel like the solution was only a partial solution. Through a bunch of playtesting I found that Easy mode (which only had 1x1, 1x2, 1x3, 1x4 and 2x2 blocks) it was very achievable to get to the max speed and survive at that speed for a time, but it required playing a little bit differently than you would in straight up tetris since you are planing what your terrain would be rather than just trying to clear the rows. Hard mode which has all of the other tetris block types did prove to be very difficult due to the lack of control (hence why I broke it into a separate mode for those who wanted the challenge) 

We had plans to add bomb blocks as well as a few other types, but sadly ran into time constraints and had to scrap those ideas. 

Thanks for the feedback as it really shows that the game was not communicating some of its features very well, and there were also areas to improve upon.

Submitted(+1)

A Lovely game! reminds me of Tetris'd, but with less complicated controls and more controls over the blocks themselves. The lava is a nice hazard to look out for and easy to spot. The one complaint I have is the dinosaur itself. Don't get me wrong, it's well designed, it's just that the dark green doesn't have the best contrast against the background, making it a little hard to see in the tetris area or the info area. it's easier to see in the info area, but being able to see your character as you move it is pretty important. It's not like the dinosaur is completely invisible, it's just a little hard to see. A more lime green or lighter color in general could help, or perhaps just a white pixel outline If you ever go back to change things.

But this is a fun game and I'll probably play again to get a higher score.

Developer

Thanks for playing and for the feedback! I had not heard of Tetris'd but I figured we weren't the first to come up with a similar idea.  Good call on the dino color. That was a low hanging fruit that I missed and it definitely could use better contrasting in both the game panel as well as the instructions. 

Submitted(+1)

for info bc why not, tetris'd started as an animation of a stick figure surviving tetris blocks trying to crush him that eventually was turned into a flash game as well where you were jumping, wall jumping and flipping through the falling tetris blocks to see how long you could last, and that was about it. it didn't clear the blocks, just kept stacking up. this is better because it has a dino in it.