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(2 edits) (+2)

Loving this a lot (gameplay and mechanics, difficulty progression, music, aesthetic).

A couple questions after playing it a bunch:

Can’t tell for sure, but it seems like when two different sizes of blocks will be formed after landing a piece, whether they break a 3x sequence depends on the order in which they’re created on the board.

  • Is that actually the case?
  • If so, it would be nice to have special handling which either always broke the sequence or always didn’t so that it was predictable.

On some of my d-pads that are a little more squirrely (analogue pocket) I occasionally get unwanted direction changes in worm mode (such as UP when pressing RIGHT). Some of this is surely my error, but it doesn’t happen much on better d-pads (clicky gba sp).

  • Does the input handling filter out diagonals entirely (i.e. blocking both in cases where UP and RIGHT are pressed)?
  • Or in the case of a diagonal does it pick one of the two directions based on some criteria?

(What feels like input buffering seems to work well btw)

(+2)

hey! thanks for playing. good feedback. we will address both of these issues in an upcoming full release. to answer your questions:

- yes, if multiple pieces are created by a single move, the order in which they are created will either continue or break the combo, but the result is an artifact of the way the code works. the grid is processed top to bottom, left to right, so this is the "order of creation." I think a nice way to handle it would be if ONE of the pieces would be a legit combo continue-r, we should just consider the combo continued rather than allowing the accompanying invalid piece to cancel the combo.

- there is indeed input buffering, but the handling of diagonals is naive and may need refinement. diagonals are not filtered out, but the most recently pressed direction is the one chosen (as determined by the engine's INPUT_RECENT macros).

(+2)

Thanks for the answers, looking forward to a full release!