Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

Hello, me again!

So, some more feedback!

T-Spins just don't work. At all.

I was trying to perform a DT Cannon (an advanced Tetris maneuver that consists of a T-Spin Double followed by a T-Spin Triple), but the T tetromino wouldn't rotate.

I'm assuming this is because you're using a rotation system other than SRS, and if so, I'd like the option to change between rotation systems so that players can choose the one that they're used to.

Also, I got the exact same tetromino several times.

Usually in post-2001 Tetris games, the pieces are generated such that they are "drawn from a bag", that is, they are sorted into groups of seven, one tetromino of each type, and after one group of seven, or "bag", has been emptied, another randomly-generated "bag" is opened.

I apologize if my criticisms come off as rude or nitpicky; I'm simply used to the Tetris Standard, which this game doesn't seem to follow.

For a Tetris game, it works well enough; you can hold pieces and see the immediate next piece. My problems with the game come from lack of familiarity with its inner workings, as well as the inability to perform advanced maneuvers like the T-Spin Triple.

(+1)

Yeah, we haven't programmed support for t-spins yet.  The game also currently uses pure random for selecting pieces, so we do plan on eventually implementing 7 bag.  I'm more of an artist and modeler, and currently my programmer friends are more focused on the 3D platformer.  And you didn't come off as rude, I'm pretty picky with tetris too!  You might have noticed this game is also missing wall kicks, it would be nice to eventually have them implemented too.