Fun combination of the two games. I only wished there was like a more clever interaction between both sides, or maybe it is later on. Anyways, good job!
Curious and challenging concept. It reminded of an indie game called Ambidextro. I had a little bit of trouble at first with rotating the pieces with w and s since my mind keeps telling me they are for fast and insta drop, though I understand the point of not adding extra or different controls for each hand. All in all, pretty neat game!
Very thoughtfully implemented. There's a whole bunch of expectations this is subverting to good effect. Initial expectation was for something more chaotic, but we're greeted with calming music and colors, along with a very composed interface. I expected an insta-drop button in Tetris, but then struggled to think of a logical place for it, and as the rhythm of the gameplay settled in, I realized it was unnecessary—it feels like it's more about positioning and waiting for both sub-games, more about controlling yourself to shift focus between the two contexts. (I also expected an instant-restart reminder/button onscreen on game over, but as the calm music played on, I felt my annoyance (at the surprise of the snake-crash) fade, giving me a chance settle more fully before starting the next round.)
The slowly-expanding snake-area is clever too -- it seems like snake would be much easier to ignore with a full-sized board to start, and the difference between the two axes (vertical being so short) makes it easier to fail fast in the beginning, teaching you early that mistakes with the snake are much more dangerous than those with Tetris.
Conceptually, this is super-interesting. It takes these two high-focus reflex-based games and slows them down to the point that individually they'd be boring, building a new game that's entirely different not only from the source games but from pretty much all games—the core gameplay loop is about being deliberate with your attention. As a game designer, I love this.
As a player though, I feel a little more compelled by the music, the rhythm, and the colors—offering a kind of calm that I wish I could reach more often while playing. I still like and enjoy the game as a player, but I can't help wanting it to be more relaxing, changed so that specter of instant failure doesn't hover quite so close. I wish the snake made a different tick (maybe something lower, more of a "tock") when it enters an edge-tile, that it projected its direction similar to the way that the tetris tiles project against the blocks below, etc. The increased reaction of tetris to your inputs (changing the projection, playing comparatively-loud swooshing sounds, visually rotating the piece) and overall action (moving the pieces faster) almost feels cruel in the way it pulls attention from the comparatively still and subtle snake.
Of course as a designer, the asymmetry and the choices behind them are quite interesting. But I guess it's fitting that a game about two competing contexts leaves me with two competing opinions.
Oh, also: is it a bug that you can safely move "backwards" in snake before your first growth? It's tactically interesting either way.
The snake can move backwards at the beginning is a bug, which I decided to keep, as it is only until you eat the first apple. The snake is too short to cross crash into itself :)
This was lovely! I really like how snakeās movement is solved and that makes it a lot easier to actually go back and forth between the two. At some point I always inevitably made the mistake of controlling the wrong board, which is funny every time it happens imo :D
Got to 1600 points I think, so not super far but still enjoyed it a lot. Was expecting it to be a lot more frantic just based on the concept, but itās actually really relaxing and the music helps, too.
I enjoyed playing this! The music was pleasant, and the presentation was simple and clean. The tweening square animation also gives it a fun paper cut-out kinda vibe.
The queuing of moves for the snake is low key brilliant, it does make the game much more playable, but the fact that you can immediately double-back and kill yourself (which is not normally a valid snake move) makes queuing moves to the rhythm of the snake unpleasant and error prone sometimes.
I think it would be awesome if you added the instant drop for tetris and maybe even a button to make the snake go faster to make it more hectic.
Also, the tetris drop previews seem to be a little buggy and sometimes threw me off.
About the āinstant dropā button for Tetris. I had this idea too, but my thinking was: we have 4 buttons for Tetris and 4 buttons for Snake. This is 8 buttons already, and the player playing with both hands. I donāt know, that was something I was considering and adding a 9th button⦠I donāt know. But I agree, it is natural for Tetris to have instant drop, but that is way too many buttons, already 8 (!). So that was my thinking, and keeping it to 4+4.
About the button for Snake to go faster. The same ā more buttons scared me a bit. But also, the idea to play two simple games, which actually has different stress mechanics and punishment for mistakes. The games have it already, I didnāt come up with that, but I just force player to experience it. Basically, if we look, we see:
Tetris has somewhat controlled stress ā we can speed up the falling piece or let it fall on its own, and use this time for unforgivable snake. Also, Tetris mistakes are not fatal ā placing a piece incorrectly is not the end of the world.
Snake is totally different in nature ā it is a ticking bomb, the gameplay itself is easier (i guess), but a single mistake leads to game over. We cannot control stress time ā when important action must be pressed ā we must not miss it. So the Snake has opposite stress and punishment mechanics when comparing to Tetris.
So yeah, that is the twist of Tetrisnake. And by the way, the game is trivial (obviously) if you ask someone to help you, e.g. you both play the game, and each one controls and watches its own game. This is cheating, just so you know :D
This is quite fun actually! I do feel like most of the time I end up losing on the snake side (But thatās probably because Iām not paying attention, the snake moves pretty slowly, which is nice)
It all looks pretty good as well, the UI in particular took my attention, and the inclusion of a pause menu was nice as well. Good job!
I actually re-uploaded fixed web version after a couple of hours, so maybe you get some error message at that moment, not sure. The fix was that when pressing arrow keys, they scrolled a bit the whole Itch page. This is fixed now, the input is consumed by the game.
What a cool idea! I am monumentally bad at this and only got 25 points. I love the simplicity and design of the whole game too, the menus are classy as heck. The music is great too, but I might be biased š
Comments
Fun combination of the two games. I only wished there was like a more clever interaction between both sides, or maybe it is later on. Anyways, good job!
Curious and challenging concept. It reminded of an indie game called Ambidextro. I had a little bit of trouble at first with rotating the pieces with w and s since my mind keeps telling me they are for fast and insta drop, though I understand the point of not adding extra or different controls for each hand. All in all, pretty neat game!
Very thoughtfully implemented. There's a whole bunch of expectations this is subverting to good effect. Initial expectation was for something more chaotic, but we're greeted with calming music and colors, along with a very composed interface. I expected an insta-drop button in Tetris, but then struggled to think of a logical place for it, and as the rhythm of the gameplay settled in, I realized it was unnecessary—it feels like it's more about positioning and waiting for both sub-games, more about controlling yourself to shift focus between the two contexts. (I also expected an instant-restart reminder/button onscreen on game over, but as the calm music played on, I felt my annoyance (at the surprise of the snake-crash) fade, giving me a chance settle more fully before starting the next round.)
The slowly-expanding snake-area is clever too -- it seems like snake would be much easier to ignore with a full-sized board to start, and the difference between the two axes (vertical being so short) makes it easier to fail fast in the beginning, teaching you early that mistakes with the snake are much more dangerous than those with Tetris.
Conceptually, this is super-interesting. It takes these two high-focus reflex-based games and slows them down to the point that individually they'd be boring, building a new game that's entirely different not only from the source games but from pretty much all games—the core gameplay loop is about being deliberate with your attention. As a game designer, I love this.
As a player though, I feel a little more compelled by the music, the rhythm, and the colors—offering a kind of calm that I wish I could reach more often while playing. I still like and enjoy the game as a player, but I can't help wanting it to be more relaxing, changed so that specter of instant failure doesn't hover quite so close. I wish the snake made a different tick (maybe something lower, more of a "tock") when it enters an edge-tile, that it projected its direction similar to the way that the tetris tiles project against the blocks below, etc. The increased reaction of tetris to your inputs (changing the projection, playing comparatively-loud swooshing sounds, visually rotating the piece) and overall action (moving the pieces faster) almost feels cruel in the way it pulls attention from the comparatively still and subtle snake.
Of course as a designer, the asymmetry and the choices behind them are quite interesting. But I guess it's fitting that a game about two competing contexts leaves me with two competing opinions.
Oh, also: is it a bug that you can safely move "backwards" in snake before your first growth? It's tactically interesting either way.
The snake can move backwards at the beginning is a bug, which I decided to keep, as it is only until you eat the first apple. The snake is too short to cross crash into itself :)
And thank you for the feedback <3
I really like your ambiance and the combining gameplay !
This was lovely! I really like how snakeās movement is solved and that makes it a lot easier to actually go back and forth between the two. At some point I always inevitably made the mistake of controlling the wrong board, which is funny every time it happens imo :D Got to 1600 points I think, so not super far but still enjoyed it a lot. Was expecting it to be a lot more frantic just based on the concept, but itās actually really relaxing and the music helps, too.
nice game and while the peaceful music kept me as calm as can be, it became the perfect challenge.
my best was ~480 before it was time to move on :)
A super fun idea, well done! Music is beautiful too!
I enjoyed playing this! The music was pleasant, and the presentation was simple and clean. The tweening square animation also gives it a fun paper cut-out kinda vibe.
The queuing of moves for the snake is low key brilliant, it does make the game much more playable, but the fact that you can immediately double-back and kill yourself (which is not normally a valid snake move) makes queuing moves to the rhythm of the snake unpleasant and error prone sometimes.
Super fun game, love the concept!
I think it would be awesome if you added the instant drop for tetris and maybe even a button to make the snake go faster to make it more hectic. Also, the tetris drop previews seem to be a little buggy and sometimes threw me off.
Otherwise this was a blast! :)
About the āinstant dropā button for Tetris. I had this idea too, but my thinking was: we have 4 buttons for Tetris and 4 buttons for Snake. This is 8 buttons already, and the player playing with both hands. I donāt know, that was something I was considering and adding a 9th button⦠I donāt know. But I agree, it is natural for Tetris to have instant drop, but that is way too many buttons, already 8 (!). So that was my thinking, and keeping it to 4+4.
About the button for Snake to go faster. The same ā more buttons scared me a bit. But also, the idea to play two simple games, which actually has different stress mechanics and punishment for mistakes. The games have it already, I didnāt come up with that, but I just force player to experience it. Basically, if we look, we see:
Tetris has somewhat controlled stress ā we can speed up the falling piece or let it fall on its own, and use this time for unforgivable snake. Also, Tetris mistakes are not fatal ā placing a piece incorrectly is not the end of the world.
Snake is totally different in nature ā it is a ticking bomb, the gameplay itself is easier (i guess), but a single mistake leads to game over. We cannot control stress time ā when important action must be pressed ā we must not miss it. So the Snake has opposite stress and punishment mechanics when comparing to Tetris.
So yeah, that is the twist of Tetrisnake. And by the way, the game is trivial (obviously) if you ask someone to help you, e.g. you both play the game, and each one controls and watches its own game. This is cheating, just so you know :D
P.S.: Thank you for the feedback <3
Nice hybrid of two games at once, this would take a bit of practice to get REALLY good at. Executed well, and i was vibin' with the music
This is quite fun actually! I do feel like most of the time I end up losing on the snake side (But thatās probably because Iām not paying attention, the snake moves pretty slowly, which is nice)
It all looks pretty good as well, the UI in particular took my attention, and the inclusion of a pause menu was nice as well. Good job!
Nice. Keeps you focused. Really fun challenge.
Wow, two in one at the same time!? crazy
The web version doesn't work for me (
I actually re-uploaded fixed web version after a couple of hours, so maybe you get some error message at that moment, not sure. The fix was that when pressing arrow keys, they scrolled a bit the whole Itch page. This is fixed now, the input is consumed by the game.
A fun challenge, felt so frustrated with myself every time I spent just one moment too long focussing on the wrong side of the screen :D
Love the fusion! It took me a while to get a hang of but an absolute blast. Nice work!
What a cool idea! I am monumentally bad at this and only got 25 points. I love the simplicity and design of the whole game too, the menus are classy as heck. The music is great too, but I might be biased š