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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
(+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.