This was a great game, lots of fun. And the voice was creepy. lol nice work.
Play game
Failtris's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Simplicity | #115 | 4.079 | 4.079 |
Topic | #121 | 3.868 | 3.868 |
Sound | #172 | 3.447 | 3.447 |
Creativity | #219 | 3.632 | 3.632 |
WOWIE! | #249 | 3.316 | 3.316 |
Fun | #268 | 3.395 | 3.395 |
Visuals | #364 | 3.289 | 3.289 |
Ranked from 38 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Music Source
I did it myself using Sonic Pi.
Credits
Kai
Comments
YAY. A Tetris game that I can be good at. Thanks. Cool sound effects it added to the atmosphere and gave the game its own identity.
Yeaaah! I reached till level 5 and my score went to 0! real fun to play, first I tried losing a few times them when I tried winning one game asked are you a tetris player, lol! real fun tetris game, good luck for jam! :)
It's so fun, I could play this all day! Seemed easy at first but it gets challenging and brutal by level 9. The challenge was rewarding nevertheless! Well done!
Thank you so much. Yes, I agree, the slope of the increasing difficulty should be harmonized. As I played it so much during testing, I usually get relatively easily to level 9 but still often can’t beat level 10, despite it being the same as 9, only faster. Focus helps, you get deluded by the first levels that you usually can beat without a lot of concentration.
Loved the tetris twist approach, fun gameplay, unfortunately the game kept freezing on me but whatever.
Maybe the controls could be a little bit better, e.g. let the figure slow back down when S is released (like the regular tetris does)
<3 Great work, keep it up!
Hooooray!!!!!!!! :-D
PS: I mean, this is how science works, right, one positive example is enough for a proof ;-)
PPS: And I definitely have to look closer into this issue with Godot and null values. The bottom line seems to be: do not use null, which admittedly is documented: https://www.gdquest.com/docs/guidelines/best-practices/godot-gdscript/#avoid-null-references
And now I found the issue you mentioned: https://github.com/godotengine/godot/issues/41179 Oh man, this is brutal. This explains why I could not reproduce it because I run debug but uploaded release versions. So for the next jam I will only upload debug versions to make sure that it is always the same that I see locally.
Yeah, as I've said, they have kind of fixed it in the 3.2.4 candidate release, so it throws a null dereferencing exception, but it doesn't actually help to fix it as it only shows that I have a null value inside the !=null if clause, so it doesn't make a lot of sense :D
coming from C/C++, I instantly decided there was some data racing in my code so I've started looking in this direction and wasted some time there before coming across is_instance_valid
finally, regarding their "do not use null" paradigm, they should have adhered to it themselves in the first place, as it's the engine itself that assigns this weird 'Null'-not-null value to my variable, and then shows it as 'Null' in debug, and then when I check it for being null it thinks it is perfectly not null.
It's a weird quirk and it's quite painful given I really love this engine so far and I wish the best for it :)
Anyway, the point is, you should totally check out our game, unfortunately our browser version had even more issues and it didn't work in Firefox at all and in fact freezed the browser (do you perchance know what could be the reason? could it be GLES3 or gpu particles?) so we had to put it down and now it's only available as a bunch of downloads
https://oars.itch.io/spacetoselfdestruct
I just did, see my comments there. Regarding your freezes, I have no clue. I used GLES3 this time as I thought it is ok in recent browsers and so far no one complained. My game certainly would work in GLES2 just as good. So far I had no freezes in my game experiments, but I do only very basic stuff compared to your game.
I really like the idea that its Tetris in a vertical style which means I just cant slam the s key and win, It took me a minute to figure out what was going on. I think you could display max stack somewhere on the screen (Maybe I missed it?) but just guessing at what it was was a bit frustrating. Music very solid, definitely had a Tetris feel. :)
Very nice twist on Tetris concept.
Simple game, but challenging and fun to get to another level
Job well done
Everyone has played Tetris and everyone knows how it works. I understand what you have to do with Failtris, it's simple. But i didn't quite unterstand when exactly my blocks can disappear. More player feedback would be nice.
I like the concept of your game and the overall visual picture is very nice. Good job.
Great game! I liked the idea and it fits the them. Maybe, it could have been a bit clearer when a column is disappearin, for example by making it blink before, that would have made the game clearer. But overall, great job!
I like Tetris and so i liked this too.
In the beginnign it is not quit clear that you switched the core mechanic from rows to columns, but in my opinion this needs no extra explanation because you get it after you have seen it a few times xD
I stumbled upon a bug which didn't let me finish the game:
-Columns get destroyed when 4 points are upon each other
-first item the long willy
-put it upwards on the ground
-it disappears
-no new blocks spawn
I hope it is precise enough so you can figure out where in your code the mistake is. Maybe the same softlock Tameno posted.
Thank you for the feedback. Unfortunately I still can not reproduce the bug, it works for me, when I set the col max to 4 and put the “I” upwards on the ground. :-(
As far as I see all report the same problem, it seems to be an issue with the I, that is all I know. But your report at least seems to indicate that it is not only at the end of a level, but can rather happen any time. Maybe I can integrate a work around where I detect that no new tile is spawned and then spawn another one.
Or maybe I should deactivate the I :-)
Sorry dude, now I got two bugs :D
First I won a level out of nowhere, a clomun crashed an I was not even half way up, than it said nice fail and next level started.
Second I had a softlock again with no spawning blocks. But this time in level 6 and not in the beginning, but nearly winning. Maybe it could have even been the winnign block, which disappeared with the colum.
If I were you I would let the bugs in until the event ends. Unnecessary stress. Coding is fun but stressfull, the body needs time to come down.
After the jam you can decide if you rework your code, bugfix and implement maybe some other suggestions of players or if you go on to the next game.
Use the time to play some games, drink some beer and be proud of yourself, finishing your game and participating in a jam. Thats already more than most people who start GameDev achieve in their carrer ;)
You are right, that’s actually what I did and why I did not provide a Bugfix earlier. Your post just put me over the edge that I thought I give it a try. At least I am pretty sure now that I know where the mess is and that the bug will be gone after I do a proper code refactoring. Which I will certainly not do this week :-)
Cheers.
EDIT: Orignial is back now.
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