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(1 edit)

came for alternative self-training on the basics of the L-game, rated 5 stars! instead of repeating the nice words here, i also have some personal suggestions, though they're mainly design choices, but please consider if they could make the game feel better for more people.

the time before detonation is, a bit short imo. tbh i'm old (in the sense of e-sport) and noob at the L-game, and it feels no time for me to pracice considering, and i often miss combo extension by a frame (no, many). may consider a bit longer waiting, and regard the waiting (and attack-blocking) status of different clusters separately, like blocksum? and combined cluster never break up? (but the bonus mino, fun) also manual detonation by simultaneously Z+X?

the greenish skin kinda blocks my reading... and the bonus mino on it might need some design to let the player read what color it is (played 5 games, passed marathon at level11, still no clue which color's bonus mino looks like what). for example, i think icon like [<  >] [<·>]  (the arrowhead may poke out of the mino, with 1px black border) for this skin would be better. or use “回”like skin and stick with arrow with a bar?

the wave on the stack sometimes blocks sight too, as also mentioned by other players. i see there's option, but i think it could be preserved being also readable with some tweak.

static block requiring 3 adjacent clears to destroy... imo is a bit hard...

also on marathon, my preference on built-in singleplayer modes would be rather "pure" ones, maybe one "acceleration" with just speed-up (consider even near 20G with some entry delay) and one "marathon" with escalating static mino frequency, but no or less speed-ups. 1-clear static mino with more occurrences would be more fun imo. they could be combined in later levels though, i don't mean to ditch it completely.

by the time typing these words, i even came up with another bad idea that, being non-static, the garbage mino could change into some color on adjacent clearing.

just random thinking. but at last, i loved this game! hope there will be netplay some day. elegant design won't fail!

(1 edit) (+1)

this is honestly really great feedback, thank you! ive been considering putting the game on steam and the eshop, so this is all very helpful :D

to address specific things...

> "the time before detonation is, a bit short imo"

yeah, in hindsight i agree. this is one thing im definitely going to increase

> "the greenish skin kinda blocks my reading... and the bonus mino on it might need some design to let the player read what color it is"

that was definitely an oversight on my part, whoops! ill see what i can do!

> "the wave on the stack sometimes blocks sight too, as also mentioned by other players. i see there's option, but i think it could be preserved being also readable with some tweak."

i think im going to just tone it down slightly, and add a toggle for it to the settings. though from my first tests, it absolutely WRECKS the framerate on the switch (for some reason) so i might end up removing it completely

> "static block requiring 3 adjacent clears to destroy... imo is a bit hard..."

it's two adjacent clears actually, from my testing that seemed most well balanced

> "also on marathon, my preference on built-in singleplayer modes would be rather "pure" ones"

im planning to make the "endless" mode way more configurable, including a toggle to disable the static blocks entirely, so i guess there's that. i do want to keep the static blocks in the marathon mode though, i think they make the gameplay a bit more interesting

> "by the time typing these words, i even came up with another bad idea that, being non-static, the garbage mino could change into some color on adjacent clearing."

this actually sounds like a genuinely good idea i will definitely try out!

> "hope there will be netplay some day"

that's the one thing that's outside the scope of the updated version. netplay is actually very time consuming to get right, and it's an even bigger pain on the consoles. i will add online leaderboards at the very least