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(3 edits) (+1)

Okay, so the key binds for this were mainly so that I can get the fundamental controls down, without having to program rebindables (This is coming later I promise, I do plan to add controller support too) and I understand that the keybinds are weird, it was like that in the first version of Trimino Trouble.

The  other reason I really put C for hold, V for hard drop and A, it's a weird but comfortable setup for me personally but that will change overtime for sure. 

As for the menu, this is my first time working on something that uses a key press in order to navigate the menu, I totally understand how weird this is only using up and down to navigate the menu, it should be an easy change to make.

For the 2 bars at the bottom, the coloured one is for your special piece, the colour blast. the other one that's below that is for the stones, each time that fills, stones will get progressively more difficult.

I do have a couple things I do want to add before I do those changes though since the next major update will be regarding multiplayer, this is so that I don't make the same mistake the last time and leave player 2 behind with every mode in the game and hoping that it doesn't break anything.

I'm also aware of the fade-in issue, I want it to have like a smooth fade-in/fade-out transition but with lower decimal values I have no idea how to make that a bit faster. That's a skill issue on my part.