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Trimino Trouble Remastered's itch.io pageTeam members
RoyTheDragon
DunkyDoughnut
G4J
Silverreploid CLE
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Team members
RoyTheDragon
DunkyDoughnut
G4J
Silverreploid CLE
Log in with itch.io to leave a comment.
Comments
The animations and the sound effects were really nice!
The menu needs some work. For example, having a redundant confirm button so you don't have to use enter key that's on the right side of the keyboard, maybe space bar or even the hold / hard drop buttons.
If you put elements side by side, like the "start" and "return to menu", you need to allow using left and right to move between the two.
Having "A" be the pause button instead of esc is strange, even P makes more sense. And when you return to the main menu it's really slow and weird, makes you think that the game crashed or bugged out. You should also allow esc to go back in the menus, everywhere, not just space in the credits scene.
I'm not too familiar with the original game but I've played some versions during this jam. What do the bars on the bottom indicated? It wasn't explained in the txt files.
Excellent work, the actual game is really good. And I'm sure you were already aware about the menu issues, I'm just spitting ideas for future updates.
Good Job!
Okay, so the key binds for this were mainly so that I can get the fundamental controls down, without having to program rebindables (This is coming later I promise, I do plan to add controller support too) and I understand that the keybinds are weird, it was like that in the first version of Trimino Trouble.
The other reason I really put C for hold, V for hard drop and A, it's a weird but comfortable setup for me personally but that will change overtime for sure.
As for the menu, this is my first time working on something that uses a key press in order to navigate the menu, I totally understand how weird this is only using up and down to navigate the menu, it should be an easy change to make.
For the 2 bars at the bottom, the coloured one is for your special piece, the colour blast. the other one that's below that is for the stones, each time that fills, stones will get progressively more difficult.
I do have a couple things I do want to add before I do those changes though since the next major update will be regarding multiplayer, this is so that I don't make the same mistake the last time and leave player 2 behind with every mode in the game and hoping that it doesn't break anything.
I'm also aware of the fade-in issue, I want it to have like a smooth fade-in/fade-out transition but with lower decimal values I have no idea how to make that a bit faster. That's a skill issue on my part.
Please consider adding gameplay screenshots and GIFs to the project page
Aight gimme a moment.