That would be cool! Next time I make an update I'll add the source files, and give you a ping.
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Pushamo is, if you’re not familiar, an arcade push-em-up. You control a character, pushing shapes within a grid to form squares, which clears blocks and earns points.
It has something for everyone: Fast and frantic gameplay, but there’s also several slower modes that let you go on your own pace. It can be just as relaxing as it can be hectic. It’s infinitely replayable, but there’s also tons of novel content in Challenge Mode, which presents you with wacky rules variations.
I also wanted to mention that 100% of the sales will be given to the Autistic Self-Advocacy Network! They are an autistic-led nonprofit that helps supports disability rights and empower autistic people across the world!
I gotta say, working on this has been a lot of fun! Working in PICO-8 is absolutely lovely. Thanks so much to everyone who made this possible, everyone who gave kind words, and everyone who watched from the sidelines!
I will admit I didn't experiment much with telegraphing incoming blocks, I basically always left it as 'the block spawns, then starts moving in 2 seconds'. I'm not sure how much sense it makes to have both.
Took a pretty quick look at Roustabout, and there are some some similarities but they're more different than similar I feel. I always like seeing space optimization puzzles, though!
I'm not really sure which ones are best. I think they would be the dice, the bulldozer, and maybe the block and the laser. I think the destruction items have an edge over mobility items. I tried to offset that by making several of them less handy in a pinch (startup for laser and bomb). I kind of just spitballed the cooldown times based on my gut.
My favorites are the bulldozer and laser because they were fun to make, between the particles and the speedy movement.
(Yeah, left is score and right is time)
Ha, I wish I could take credit for the music. I tried for a bit to make something myself but it didn't work out....
I tweaked the difficulty to be easier right before the deadline, and it was kind of rash but I think it came out better for it.
I only ever tested the game in 16x9, so that's the problem. I'll try to get it to work better in the next version. I should be able to get a pause button in there too.
People have echoed the same thought about the timer! But before extending the timer. I want to make smart play more rewarded. With the current AI, you can get by pretty well with random play. And I'm not sure what the best way to fix that is gonna be.
Right now, it just picks each placement on some criteria. I talk about it in my post mortem if you want to learn exactly what it does: https://beanborg.itch.io/the-inner-workings-of-tetris/devlog/162862/tetris-jam-p...