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(1 edit)

hmm, this game is kinda average?
there's only really one way to survive any amount of time (since you eventually start only having 1 turn given to make colors), and it's through the perk that lets you stack turns, since all other perks mean wasting moves on turns without placing colors you need

also, the changing the chance for each color mechanic seems very useless, since all you'll be doing is risking the chance for turns where you can't do anything.

But the biggest issue I have with the game is that optimal move is to stay at the start of the game and keep avoiding having 5 blocks of the same color to get infinite points without any tasks ever showing up!

(+1)

True. Most of the perks are basically just bad if you try to use them. And the one you mention is indeed pretty much mandatory. Sadly I didn't have enough time to do a proper balancing round for the perks and add more interesting ones.

I did consider the infinite start thing too and thought that adding a multiplier that gets bigger the deeper you go might be enough. But I guess there should be some other way to force it too.

I don't exactly mind the recursion perk being essentially mandatory, but it could be cool if maybe you had another perk that gave you bonus points for how few turns you had remaining, so that way there could be a tradeoff. And like it could be nice if the limit of how many extra turns you gain when filling the tank didn't go all the way down to 1, or there was some other way to get more turns back

In a way there already is a multiplier that gets bigger as you go deeper... as you do have to start going deeper to unlock any perks at all. I think it might be better to just immediately start giving you a turn limit as soon as you place your first tetromino to prevent staying at the beginning forever.

I do find that a lot of the perks seem detrimental enough that the goal is to go as long as you can withoutpicking them up, which is unfortunate.

Overall I love the core concept though!

Yeah, these are all things I plan on doing for the post jam version. I don't really mind "mandatory perks" either as you can target them and pretty much guarantee you get them. But it's just pretty much the only good one right now.

it would be interesting if there were still the dangerous perks that paint you into a corner, but a way to get rid of them later.

Oh yeah, for sure. More interesting that way. Also some very good ones except they have a downside.