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A jam submission

BrickedView game page

Roguelike tetris
Submitted by Penguin Garden (@garden_peng) — 2 days, 23 hours before the deadline
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Comments

Submitted

I played a couple of rounds and I think you are cooking something interesting.


Some toughts:

  • For me the strong part are the enemies and their round defining abilities
  • Player ability part is weaker for me (but admittedly, once someone remembers what abilities do, it probably become easy)
  • Maybe there is something like this later, but some sort of quick time event things happening on the tetris board could work here (something unexpected falling down, or an ability being tiggered like a note from guitar hero), may be better than the current abilities (my eyes are on the board, I cannot loose focus and look at my ability counters)
  • Strong visual effects when the enemy messes around with your blocks would go a long way for readablility
Developer(+1)

Thanks for playing! If you mean the active player abilities, those are a bit undercooked right now. I'm considering moving them to one character and having the rest only use items. The passive skills will also be a bit more fleshed out, I want to make all the characters very different.

There are no quick time events now but there are some bosses that have pretty powerful one time abilities that you can kind of see coming. Not sure if I'll also add quick time events but I'll consider it.

The visuals do need some work yes, and I think having unique sound cues for everything that happens will also help a lot.

Submitted

lot's of progress since last time. lot of cool ideas of messing with the player in this. some are kinda op though imo like the one that shifts an entire horizontal line at random or the double-blocks one. i feel like getting 7 lines against those enemies is kind of a tall ask, but then again there are items to mitigate that i guess. 

while fighting a missingno the game crashed though.

___________________________________________

############################################################################################

ERROR in action number 1

of Draw Event for object obj_tetromino:

local variable _ghostPiece(100480) not set before reading it.

at gml_Object_obj_tetromino_Draw_0

############################################################################################

gml_Object_obj_tetromino_Draw_0 (line -1)

Developer(+1)

Thanks for playing again!

Yes that's one of the one's I'm considering nerfing, it's a bit too difficult.

Sorry for that, I think it happens when you have the skill that sees where pieces fall against missingno. I'll try to fix it soon

Submitted

i did have that skill

Submitted

I feel like you just made Tetris worse and annoying to play. there should be gamepad support and I should be able to nav the menu with the same keys as playing the game.

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.
Developer

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

Submitted

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.

Submitted

I was thinking about this, I think if the 'bad effect' happened after you place a piece, it would feel a lot fairer. That way the player is able to mitigate the effect or play around it by smart placing.

Developer

Thanks for the feedback, I'll try to make them a bit more predictable/telegraphed in the future

Developer

Changes from last version:

-More items and enemies

-New skill system and rewards after each fight

-New sounds and some UI improvements (still mostly placeholder art)

-Curse and bless rooms now work

-10 unique floor bosses (some unfinished)

-All the playable characters were reworked and are now a bit more unique (and the gambler doesn't insta lose the game now lmao)

-You can now see the rooms around you so you're not totally blind

-Rare and legendary enemies which are stronger but give better rewards

All the encounters are totally random right now so you might get a brutal start, sorry