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It’s nice to see another falling-block-jam game!

I like the mix of “loose” (Puyo-style) and stuck-together (Tetris-style) blocks. I was too focused on the ship to notice that they were different the first round I played, but it opens up more strategic possibilities, particularly with the limitation that you can’t rotate the blocks (unless I missed something, and rotation is possible). I also liked the ability to group together blocks while falling so that they form a larger color-cluster-match when landing.

Grabbing blocks felt pretty smooth as long as I was playing “slowly” — that is, if I let the ship come to a complete stop on its own, instead of accelerating in the opposite direction to come to a stop faster. When I started trying to play faster, I had a lot more missed grabs. I think the mix of the “floaty” ship controls (momentum-based motion rules + floating-point-based positioning) and the “snappy” blocks (discrete/int-based grid positioning) is a tricky thing to balance.

The first round I played, the time-limit surprised me. After playing a few rounds, I actually feel like it’s a good length, it just isn’t being communicated effectively for me — I’m so focused on the ship and alignment of falling blocks that I don’t really notice the remaining time on the right. If there were more animation there to draw the eye periodically (e.g. as it passes certain thresholds), or on-the-board announcements of the time remaining (“2 minutes left!”), I think that would help communicate the pace to me. The ~5-second (?) warning is so faint on my monitor that I didn’t notice it until my third round, and 5 seconds also doesn’t feel like enough time for me to really engage in a final rush to score—maybe 10 seconds would work better in that regard.

I scored bronze the first time, and silver consistently after that. I’m not sure what would be required to get a gold, as the board itself was pretty empty at the end and the scoring rules seem to be just 1 point for each block cleared, with no multipliers(?). Maybe there are more drops with more players, giving more scoring opportunities? (I played solo.)

Hi, thanks for the thorough review! Sorry we didn't vote in time for your entry, we missed the fact that this jam was ranked altogether ^_^'

It is indeed possible to rotate a block by carrying it inside the circular areas with arrows outside the field! Maybe they are not super intuitive to discover.

Balancing the smooth movement of the ship and the snappy movement of blocks is very tricky, and we received negative feedback about that interplay even during the falling block jam. We have a new (yet unreleased) prototype now that uses way bigger tiles to mitigate these issues.

Very nice suggestions for the time limit UX, we probably take its design for granted (since we use it in other, more appropriate, minigames in our main game) but your ideas would certainly improve it, both in this specific minigame and in other minigames.

There are currently no multipliers nor balancing about scoring lines vs same color area, nor anything like chains or similar. This leaves the player largely without a clear strategy to score more points, as you experienced. This is something we surely need to address in future iterations.


Thanks again, and see you in the next jam! :D