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Tetra Ho!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Engagement | #89 | 3.791 | 3.791 |
Overall | #100 | 3.674 | 3.674 |
Overall polish | #119 | 3.628 | 3.628 |
Creative use of art assets | #121 | 3.605 | 3.605 |
Ranked from 43 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Super neat idea! I've actually had something quite similar brewing in my head for quite some time now but all concrete I really have is a Trello card labeled "Tetris piece dungeon". But the execution had some major issues...
Nowhere was this more apparent than in the boss fight. Everything up until that point was decently smooth enough. Whats up with these black border things btw?
The biggest issue really was the block disappearing speed. You pretty much just had to plop those two blocks down immediately so that the first one will not disappear before forming the 2x3. I mean you barely had enough time to rotate the second block once maybe twice if you're lucky. And that is of course if there wasn't some offscreen wanker shooting down the blocks.
The gunners were way too relentless! In the boss fight point where she summons the adds, the best strategy really is to gallop around the center stage hoping that they kill each other (and not the boss though to not trigger the flames). The shooting speed should be way less. I mean now the boss managed to put few bullets in you unless you were already strafing 90 degrees to the side immediately when the fight starts. The damage the shots did on the blocks could be way less too. This was really apparent in the boss right spawn phase if trying to take out the gunners one by one. It was pretty much impossible to try to create the 2x3 with other gunners constantly barraging the blocks (or you) with their shots. The bullets could also be a lot slower so you could maybe actually try to dodge instead of just being on full running speed and hoping for the best. The placing of blocks was super hard and inaccurate if trying to do from running speed.
Thee melee mode of the boss was bit too relentless too. Pretty much had to trap her due to dumb AI and then use the static blocks to whack her. Not the greatest of feelings if the only/best strategy feels like cheese. And oh my god getting stuck on the walls, that was horrible. Are the walls made out of glue or something?
Of course this would make the boss fight a lot easier. Actually probably more in line with the rest of the game. Obviously there are loads of other ways you could then increase the difficulty back but would feel better, be less annoying and reliant on luck. Generally the boss fight was pretty well designed but just would need some ironing out of kinks and overall balancing.
The hold mechanic was quite pointless. There was never really time to use it properly. And even the next preview was quite useless since you couldn't really focus on that either. Dash felt really underused and out of place. Feels like it was just slapped there because other games have one. Should have focused more on the main mechanic of tetriminos instead of offering distractions from it like the dash.
Anyways, good job! Sweet idea and with some more polish the game could be flawless too.
wow very cool puzzle game nice colors used and also great version of teris give you full rate!
I had the chance to come back and play your game all the way through (What a wild boss fight, but the crown belongs to me). I thought the idea for this game was incredibly intuitive and excellent in execution. I truly love anything that has to do with Tetris and this was an amazing use of the possibilities that Tetris give you.
I did notice the collision issue on the walls where I would slow down significantly. I took a peek at the source code and saw move_and_collide. I would recommend changing to move_and_slide, which usually fixes that problem for me, you just have to pump the speed up a little for that method. It wasn’t a huge problem, but I was able to use it to cheese the chickens and first boss stage a little since they had the same slow down when colliding with a wall.
I’m curious what the combat would feel like if the pieces spawned as soon as I clicked and lasted like half a second longer. I constantly felt like I was “just” missing a killing combo and then I was on the move again. The reason I say spawn instantly is because I relied on dodging bullets more than blocking them because of the block spawn time.
Overall one of my favorite games in this jam and a joy to play and finish. It’s incredibly well polished with even some elements of level randomization (where the hat is, where the stairs are), and that was a pleasant surprise. I enjoyed the music and the sounds and found the challenge refreshing. I truly think it has a lot of potential to grow in the future. Great job!
Really nice concept that was well executed. I feel like the blocks tended to disappear too fast, and the collisions on corner were not as smooth as they could have been (I was blocked multiple times on a corner), but it didn't reduce my enjoyment of the game.
Well that was interesting. The levels were pretty easy for me. The only part were I struggled was on the level before the boss fight towards the end. Seems theres no way past without taking some damage?
Epic boss fight though. Really neat concept actually. Not something I would have ever thought of. +1 for tetris too :D
EDIT: Forgot to add that the music was really hard to stomach. Really wish there was a way to turn off the lag there.
Love anything related to Tetris, great job!
I found the puzzles very amusing so I was engaged with it from the beginning. The tutorial was a great point that made the game-play even more engaging.
Just to be a bit constructive: The levels were a bit long to be replayed completely, perhaps shorter challenges at the beginning to learn the dynamics could have improved the engagement. Also I would have appreciated that the camera partially follows the mouse so you can visualize better the challenges on the bottom with the UI there it was hard for me to see gunners and other things there.
Anyway you have my score. Great job!
Really unique gameplay mechanic which unfortunately, I'm awful at, because I've always been bad at Tetris. But! I still enjoyed myself. Presentation was lovely, nice clear tutorial, everything was very smooth. I can see this expanding into something bigger.
This is one of the best games I've played in the jam, even if I found it pretty hard!
For some reason it took me a while to realize you need to just spawn unwanted tetronimos, I assumed there was a button to move to the next one. Once I got that, it was pretty easy to control.
The design of using tetronimos feels really good, it's a really good idea I haven't seen done before.
But I found it quite hard! I feel like having some more basic challenges at the start without enemies would let people get to learn the game easier.
I really like the art and it feels polished without being too animated, which is what a lot of games fall back on. It's stylish which I like.
Overall, this is in the top #3 in the games I've played so far. Good job, and I'd like to see more of it.
Very good conceptually but a little bit clunky. Definetly could be polished a bit nicer with the level design but overall a great game entry :D!
Tetris-like games are always fun to see!
Like what you did with the genre.
Game was a bit hard, but that's just me
Keep it up!
Very interesting concept! I love original mechanics like this one, it's really hard tho
Super unique concept! Very difficult concept to get your head around and would benefit from some solid tutorial levels. super cool proof of concept, though!
It's a nice game. Keeps you engaged, I cleared 1st level, but when I have to go and find my hat, it's tough. Fun but tough. I loved it. Nice logical touch of 2×3 and killing chickens with wall destruction and formation of walls stops their movement. So yeah, it's a fun game. Great background music, like, that helps you be even more involved.
I really enjoyed this game! It took me a little while to get the hang of things, and perhaps some more tutorial levels could have helped that, but once I understood the player skillset it felt very satisfying. The bullet-hell style boss was a really nice fit too!
Very cool idea, and nice boss fight (I get the crown on the third try :P). Great job!
PS: I found some bugs, but I saw that you already put they on your github, very nice ;P
loved the concept, really fun! the boss fight was a little too hard, for me at least. didnt really like that the character moves kinda slow, but overall a really cool and solid game! good job!
Some more polish would be nice(particles for dashing, and other actions, distinct sounds), I couldn't figure out how to get out of the first room for a while, and I still can't figure out how to kill enemies. a better tutorial with pictures of the game being played correctly could help. A lot of work clearly went into this. Good job.
Rad idea and I loved the music. Nice! Very impressive for a first game jam.