Firstly suika classic has its own physics so it's a bit different but in general the only drop difference was that now shapes drop at their max velocity from the start, this has been in the game for a while though, and is why I added the toggle. When the game first was made, all shapes would spawn in the default orientation, in the live version it takes randomly (whichever shape's collision gets processed first) an orientation from either shape. I fixed it days ago at this point but I haven't been putting out updates to itch for a few days because of the steam crunch. Today I'm working on steam integrations, I got local scores listing out for any possible gamemode you choose
This is what the mode select panel will be like, I haven't added any fancy visuals for it though. Right now normal mode has made triangles and squares bigger (~7-8%) and small mode is their old size. I was thinking of making a mode called evolution or something instead of small where each double watermelon clear you get, the size slightly increases for all shapes by 4% or so, and it would display the current size on the screen. Rising floor and all the modifiers you see there can all be played with any shape or shape combination but leaderboards are limited to non custom shape combinations, and there are no leaderboards for bouncy/slippery/low gravity.
I was considering making swap a default option but ultimately decided against it, since it seemed a bit too straightforward to do well with it so instead people can choose it if they would like to use it. I did end up making it so the next 2 shapes show though on the current version