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822 lines when I'm offline in midnight

want to play fast more in last 10 second countdown but keep md

finally managed to get myself the highsore :D

821 lines

(also you never noticed the improved score i shared right around the end of the previous version)

right, sorry i won’t be very active until the end of next week!

what version of tetrible would you like me to reupload next week? vote on twitter or leave a comment below!

candidates are letter tetrible, twisted tetrible, repeat tetrible and lava tetrible!

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repeat

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letter or lava

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twisted or letter

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btw, petition for henri to add 180 spin to the game since it’s the only thing that bug me for 4 weeks in everygame

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upvote to make him do it

dang, not enough upvote

bug found, when you all clear with this setup, the all clear message keep on repeat for 4 times after the t*tris

yeah that’s because i check for lines again after i make the field narrower. the whole thing’s kind of a mess already, so i guess it won’t hurt much to leave it like that

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816. Finally survived to the end of time limit, this one is really fun.

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Endless High Score

(1 edit)

Update : 493 for now


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279 for expand contractris

358

dang that’s what i should have called it!

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got a kirbtris

impressive! how do you like zero gravity? is there another game mode you’d like to see?

here's a decent score i think
this mode is really fun

Well, since no one else seems to have posted a high score for narrow tetrible yet:


nice one! sorry i’m on holidays, i couldn’t get online before someone beat it

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No worries, I lasted longer than I thought I would but I was still pretty sure someone with actual tetromino game expertise would beat my score pretty quickly!

i did end up feeling the need to improve my score once more, with some proof that it's legit ;P

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is this high enough? the piece was too fast so I gave up on continued

this mode is actually very cool and helpful tho, imagine missdrop and then you just need the same piece to clear it up

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guys, it’s totally not because I got the funni number so I decided to stop

nice, i’m updating the high scores!

tbh i'd say this score shouldn't be included as they used that zero gravity thing i've seen mentioned before, therefore not playing the game as it was intended and gaining an unfair advantage over others

I mean yea, I did tell him about the bugs and he’s fixing it in next game maybe. thanks for calling me out, I don’t even think he actually put my score in xd

he actually did, which is why i felt the need to mention it

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imagine playing this mode with small piece

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What? How do I play with the small blocks? Pretty please release an anthology at some point ;)

ok here's a terrible idea I tried myself but didn't release: what if nothing fell at all when you make a line?

the small blocks were last week, and those were actually a rerun, so you can't play that version anymore now

now for the actual score run:

299 lines

also managed to get an actual T-spin triple that worked properly during this game, as well as not 1 but 2 PCs (which didn't get called out :c)

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what nooo… i really should fix pc and secret grade events for next week

also congrats on the high score :D

thanks ^^

also to further complicate the problem a bit, PC message does trigger when clearing the field when making the last blocks on the field disappear by touching them

yeah, i made sure to make that work, but i’m still struggling with real perfect clears so i didn’t test it… i thought it worked though haha

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i had some fun with the other way to score this week ;3

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nice! i knew adding a message for long chains would give you some ideas :p

i actually found out about it by accident when i made 3 pieces disappear at once, and from there it kinda turned into this :P

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Liking this one

aand we’ve got our first high score this week!

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 12x12

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let me be the first to share secret grade for this version c:
and no message that pops up still

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ngl i honestly thought that i could wait until next week as secret grades would be impossible in this game mode.

i should know by now lmao

we'll find a way :3

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https://twitter.com/henriforshort/status/1420132234426716161
i saw this, but i don't have twitter so i'll say it here:
if you're adding in a time limit, being able to pick 'i want to play forever' would be a nice option to have

no need to rush it for the version we're getting soon now, but would definitely be nice to see that option made c:

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noted 👍

I know a bug that let you play forever in subzero mode (0 gravity) and Henri may or may not notice this bug yet so just go aboos it or be kind and go tell him :)

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59, I think I may have beat it at some point, but this is my highest screenshot. Really liked this version, sad to see it go.

congrats! i hope you like the next one :)

Improved my secret grade by a TON, I don't think it's getting any better than this.

19 lines (38 half-lines)

are you… playing in pause mode? how did you do that??

that’s definitely a glitch, i didn’t intend the game to do that. but i think i should add a “zero gravity” mode for achievers like you

it’s too bad my code for secret grade doesn’t work really, because that’s an impressive achievement!

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This is literally unplayable. And not because of the gimmick - the controls seem to be designed by someone who never played tetris in his life.

Here's how it should be:
Up for hard drop
Down for soft drop
Z/X for rotation

Please fix your game.

(1 edit) (+3)

hi martenfur, the controls scheme of tetrible is actually what you’ll find most commonly for web versions of t*tris, such as t*tris.com or freet*tris.org.

you seem to be more used to jstris or maybe the switch controls of t*tris 99. fortunately, you’ll find that you can remap the controls of tetrible by simply pressing their name on the left hand side menu.

have fun 😉

(-5)

Not really, I'm just used to every single tetris game in existence.

space is default hard drop in every web version I've played

Tetrio, Tetris, Tetris Friends (rip), that's common.

I don't get why x isn't rotate though that is kinda weird

(1 edit)

oops, turns out i was (partially) wrong. i only looked at the default controls of other websites, but the official guidelines state that both control schemes should be offered

but don’t forget that you can remap the controls if you’re used to something different!

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>played web versions
>had terrible controls

Yea, I wonder why.

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fyi i have banned martenfur.

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I got 56.5

congrats!

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38.5 is my current high score. I like this one

nice

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forgot to post this one, i got full SG on vertical tetrible

nice! did you see the “secret grade!” message? it’s supposed to appear but i’m not skilled enough to test it haha

i've done it multiple times on the vertical version as well, didn't see the message a single time

damn, i’ll double check how i did it then

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secret grade is interesting on this one

wow, that’s very impressive already! i support you could alternate between large and small holes haha

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a great small twist that adds so much challenge to the classic, nice!

thanks!

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felt the need to improve my score, so..

222 lines

good job

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nice job thinking about the half line spins c:

not that likely to actually happen but it's nice to see

hehe it’s all about the details

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the game seems to be lagging quite a bit this time around, especially when the normal sized pieces spawn... aside from that it's still a fun version c:

83 lines

yeah sorry. i would have made it better with more time, but right now the game is just displaying 4x as many elements

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can't always be perfect right?

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This one is pretty weird, but I liked it. I'll try to get a better number

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11 lines :D
update: i got 17 lines!!

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i got 24 lines on my third attempt !! this is  very painful i love it

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Damn, almost got it

noooo almost haha

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this is so difficult, love it :)

i'll start off this week with this nice score c:
100 lines

nice

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I have a bit of a suggestion for future versions of this game.
Currently a lot of these have fallen under the form of either
"playable forever" or "playable when gravity is low, but once you reach high gravity you can't keep it up"
I think it might be nice to see some modes where the stacking itself was challenging enough that you could only keep it up for so long, and gravity wasn't even a factor (you would prob just keep it at low grav the entire game.) I think the initial Long Tetrible was kinda like that and that was part of the fun - it was a slow stacking challenge. I would enjoy seeing more concepts where this was the source of the difficulty. Isn't always easy but... would be nice.
One thing to note is that stuff like hold and the bag randomizer can be nice, but are perfecty fine to omit if you think it helps the game to be more interesting. Sometimes these features are cool and other times they make the game a bit too easy.

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agree with the sentiment, but don't have a fix. long was well balanced, and felt comparable to playing tetris with pentominoes - at the highest level you could probably go for thousands of lines, but it takes a lot of effort to reach that. I think not including a hold feature contributed to this balance by making the stacking harder

mini, vertical, and long 2 are all death by speed

twisted, repeat, lava, SUPER, and tilted are all marathons

iirc letter and double were death by speed and marathon, respectively, but maybe they were well balanced

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yup
I'll maybe try to give suggestions on how some of the modes could have been made more difficult without the inclusion of gravity, though these are just my guesses and i can't really test them or anything.

Long 1 was fairly balanced without gravity, technically possible to play for a while but it was a challenge. Having no hold helped with this.
Mini was death by gravity, without gravity it wouldn't be all too hard as you can just put mini blocks in one section of the field and big blocks in the other. (still a bit of balancing to do when you do this but it isn't that bad overall.) One way to make this mode harder without gravity could maybe be to change the playfield size, so that it was 10 mini blocks wide rather than 10 big blocks wide, and thus you have a lot less room to separate the two types.
Vertical was death by gravity, without gravity it would probably be playable forever as it was fairly possible to perfect clear (as you could make full vertical sections such as a 4-wide stack that all cleared at once.) A harder version of this mode might maybe change the randomizer to be harder such that it was trickier to rely on patterns that appeared in the bag? (such as playing-forever type stacks)
Twisted was playable forever even with gravity because it was essentially just normal Tetris in a weird field. There were some fun things you could do with this field like pattern building, but for normal play it didn't really affect much. Perhaps this could be made more difficult by making the line clears work differently to fit the field? (for example, you might have to clear a zig-zag line all the way across the bottom of both sections, rather than simply a horizontal line?
repeat tetrible was marathonable because most pieces you can just use over and over to build a giant 2 wide, and then throw the pieces you don't want down that. When you were playing freestyle and didn't have a good well set up, this mode was quite interesting, but once you were able to get a well you could maintain it forever til you messed up. The only idea I could really think of to make this one more difficult is to have garbage blocks occasionally appear to stop the player from building cleanly forever (perhaps similar to the garbage blocks that occupy the field at the beginning meant to prevent the player from starting out this way?) but i don't know exactly how this would be implemented.
letter tetrible was interesting and felt very similar to long tetrible, but you would always die once the gravity was unmanageable. the pieces were a challenge to stack with but were somewhat possible by combining the I and J into patterns. This mode might have worked on it's own without gravity, perhaps removing hold would be a way to make it more difficult.
lava tetrible was kinda cool since it incentivised stacking faster and stuff, this was very interesting for challenges such as an alternating secret grade pattern. however it wasn't very interesting for survival because you could always just spam hard drop to raise your stack. here, the speed of the lava was the challenge, and that feels like a fine challenge as long as it can actually kill you. perhaps this could work by making filled or even mostly filled rows sink slower into the lava somehow, such that spamming pieces would fall into the lava faster than you could place them, but placing pieces to create a more solid stack would make things sink slower? idk exactly how this would work.
a variation of this might even be to have it where lines don't clear, but you must fill all lines and if the lava consumes an unfilled line then you die or it starts going faster or something.
SUPER tetrible was for the most part normal tetris, except that the lock delay mechanics were very weird. The gravity applied when you moved the piece left and right wasn't really used much because the normal gravity quickly outpaced it. this was of course playable forever as long as you didn't screw up. One way this mode might be more interesting is by making there be no normal gravity, but instead the gravity that only moves when you move would start to go faster, until pieces could only have a very limited number of moves and rotates before they were already at ground level. for example, moving a piece from the middle to the side might already place it only a few blocks above the ground, forcing the player to be strategic and play very low so as to make sure moves stayed possible. This might echo something like killscreen play in NES Tetris where the gravity is so fast the pieces can't stack up very high at all (without hypertapping) except, here as time only moved when you moved it would be completely strategic.
tilted tetrible was playable forever because while the tilt was interesting, as long as you built a clean 9-0 stack it would not really mean too much. One way this might be a more interesting mode is by making the tilt it's own puzzle in that - the tilt would be the only way to move the pieces left and right. Pieces would be anchored to the right wall, with the only controls being rotate and hold, and they would be slid to their proper place. I don't know how long you could survive with this, but it might be an interesting puzzle not limited by gravity.
Double tetrible was a bit weird as gravity played a big part in this mode, but also a lot of difficulty came from the very buggy interactions between pieces. I'm not really sure how difficult this would be if there was no gravity. Managing the height of each piece and using Hold to try to reset this height was fairly interesting, though.

Remember all of these are just ideas, I don't know if any of these would actually improve the game modes, and there are probably other ways to make things difficult without gravity, just trying to give some ideas on how it might be possible to make interesting, non-infinite gamemodes that are based more on strategy than speed. Of course the speed modes can also be fine in their own way, but personally I do think that trying to find strategies that work well for each new version of the game each week is the most interesting aspect of all this.

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thank both of you for that great feedback! one day i’ll write more about my process when making a new version of tetrible, but i don’t think this is the right place for that.

but in short, i try to keep the basic rules (speed, rotation, etc.) consistent, and the only reason the first versions didn’t have hold or gravity is because i hadn’t had time to implement them. in the future, i want to keep the rules consistent (except if they’re part of the twist obv), so i’m not really planning to have rules compensate for some versions difficulty. that said, maybe all versions could ramp up their speed slower than what they do now?

i don’t mind too much the difficult versions, but the easier ones where really good players can keep playing forever bother me a bit, as they reward endurance more than skill. however, being a very average player myself it can be hard to realize that in the few hours it usually takes me to ship a game. maybe there should be like a 1000 line limit and a speedrun timer, or something?

anyways, i try to alternate between gameplay/strategic ideas like “long” or “vertical” (that super-players like you tend to enjoy more), and ideas like “SUPERTRIS” or “the floor is lava” (that many amateur players will enjoy mostly for the premise). i can’t always please every crowd, but i’m doing my best.

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yeah absolutely, I can see why its good to try and keep base rules such as hold and randomizer between versions, and also why its better to have a mix of easier and harder versions.
As you say, the main thing that's annoying is endurance modes that can go on forever and it's just a matter of choosing how long you're willing to play it for.
A line limit and timer would be a good way to solve this problem.

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