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(+1)

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).

(+1)

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