All the effects should be visible without mouse over. Garbage usually grows from the bottom instead of randomly spawning an interrupting a placement. Stopping the game to do roguelike stuff feel so jarring to the flow state of tetris.
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All the effects should be visible without mouse over. Garbage usually grows from the bottom instead of randomly spawning an interrupting a placement. Stopping the game to do roguelike stuff feel so jarring to the flow state of tetris.
Thanks for playing!
Well, it is supposed to make it a lot more challenging but I get that some of the modifiers could feel frustrating. Which are the ones that felt fair and which ones felt unfair?
It's true that using a mouse just for some UI elements is awkward but I haven't fleshed out the controls yet. There will be custom hotkeys and gamepad support later. Ideally you won't need to use the mouse at all in the future
It just felt like you get punished for playing tetris well. You should be able to overcome the enemy with tetris skill like clearing fast and not making gaps.
I like tetris challenges, like floating pieces and digging through garbage, bomb. The weird shapes seemed like a fair challenge because the player still had agency to overcome it with placement.
Instead of randomly flipping the piece, which felt buggy, what if the piece was locked from flipping or something. The invincible timing, was ok since you can stall the line clears.