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.
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