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Kertis Jones

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A member registered Apr 13, 2016 · View creator page →

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I'm glad to hear that! Our discord is pretty active if you wanna hang out there! This moves you up to 74th place 🫡

I've been behind on this, but you made it onto the leaderboard!

Thanks so much! You are in 75th place!

Finally catching up on the leaderboards! You are in 58th place, but made it up to 21st place on the Lines Cleared leaderboard!

Finally catching up with the leaderboard! You are in 77th place!

I am aware of the situation, but it will fortunately not affect the development of Tetrisweeper. Besides that, remaking the game in a new engine is unfeasible; a game engine can't simply be swapped out, it would mean starting development over almost entirely from scratch.

I'm glad you've enjoyed it! 😊

Nice! You're the 50th person to join the leaderboard! 🎉

Thanks! :D
I added you to the Leaderboard! 😁

Yep! Feel free to post your new high scores on here again or Join our Discord if you want it updated! 😁

Nice! I added you to our Official Leaderboard!

That was really cute, I loved it!

Oh, this is genius: I really love the idea! Unfortunately the snake's AI isn't intelligent enough to really pose a challenge... especially after I realized that it won't turn at all if there aren't any apples, so the easiest way to win is to just never click on the board. Still though, it's very creative, and I'd love to play again if it got some more time in the oven!

Yeah, it was a bit bold to make a WebGL build of this, but we figured the majority of people reviewing the jam games wouldn't want to download anything. We'll definately provide a standalone version after the review period ends!

That's a really fun concept! I think it's a bit too random right now with the characters spending a long time shooting at you from the safe area.

That was really clever, it was minorly mind blowing when I realized what what happening haha

This was a ton of fun! I found slam to be a way more powerful defensive tool than as a weapon; as soon as I paired that strategy with the gatling gun, I was pretty much unstoppable.

GOBLIN MODE ACTIVATED

I really love this; I could easily see this expanded into a whole game!

At first I thought this was boring, but then I reached the first "upgrade" and went "oh no, I love this."

10/10 game! Everything is so polished, I'm amazed you could get this done so quickly! The final level was pretty frustrating; it took me another 10 tries to get the execution right even after solving the puzzle -- but it was still a great time!

Looks at "how to play" section... That's sure a lot of prep for a lazy dungeon master who didn't prepare for the session. An all seriousnes though, great game!

The idea is really creative and I love bouncing Matt around the screen, but the instant kill boxes everywhere make the game too punishing and finicky to be as enjoyable as it could be.

This is absolutely cursed lmao

I really like how you need to simultaneously protect the bugs and avoid friendly fire, it adds a bit of depth to the setup. It did get annoying when the game stopped tracking the mouse if it went offscreen, though. 

"You are game. Make errors." had me rolling lmao

This is legitimately hilarious lmao

As an awkward ace guy, playing this was a weird excercise in figuring out how to seduce myself. 10/10

Hmm... interesting. If the problem is with the window losing focus, then I think I might be able to fix the problem. Either way, I can include a Linux build of future versions for compatibility.

Hmm... that is strange. You might find more luck trying out the standalone version, since WebGL can sometimes introduce weird artifacts like this in browser builds. I'll look in to seeing if this is something I can fix in the 1.7 update!

Thanks! 😁

The track is called Twister Tetris, created by Poinl: https://opengameart.org/content/twister-tetris

I'll keep that in mind as I set up the rebind options!

That should be in the next update when I add the ability to save your data! 😁

This is on my list of features for the future! It probably won't be in 1.6, but 1.7 or 1.8 is very possible.

It's on my todo list!

I ended up going with an even weirder direction in the current update I'm working on; more info on that soon lol. Once I get around to impementing an options menu, I'll probably add a toggle to disable the edges all together.

Oh, that's nasty. I'll add that one to my todo list.

Oh nice, that's pretty cool! I'll have to look into setting up the proper SRS kick system & T-spins. The biggest problem is that it goes above my personal Tetris abilities, so it's gonna be difficult to test lmao

Hey, glad you've been enjoying it! 

  • Playable tiles on the edges of the play field was maybe one of my stranger design decisions for this game. There's a couple reasons for ending up with this:
    • The feature started as a request someone made to have safe display tiles on both sides, similar to the board's floor. This turned out to be extremely powerful, since you could just touch a piece to the walls as it was falling to reveal most of the tiles. So the new idea was to scatter a few mines on these tiles, so the ability was something you needed to "unlock" over the course of the run. In my infinite wisdom, I failed to realize that you could just randomly guess and reload the game until you get an easy space to 0-cascade (this was v1.1). So more mines were added to the edges (especially in the top half of the board) to quell this cheese method. This does sort of dampen it's usefulness as a catch-up mechanic, but sections of the wall can still give vital information after being solved the first time. So it's intended to be more of a minor "save my place" feature, rather than something to help if you fall behind. 
      • Now that I'm putting my original thouht process down to paper, it's got me brainstorming some ways to preserve and reinforce the orignal idea of "unlocking" safe spaces. Maybe all of the edge tiles could be shifted up by one each time you complete some objective? This could be clearing a certain number of rows, completing a tetrisweep, or maybe as a reward for quick play... 🤔
    • These edge tiles were introduced alongside the mine counter. Without a random number of mines scattered outside the playable area, it was trivially easy to see how many mines were in a new tetromino. This wasn't just a problem in the early game -- if your minesweeping kept pace with the tetris board, it could persist long into a run (at least until you get a few unlucky spawns that require a guess). Now you can still use this strategy in the current version, but the mental gymnastics required to remember the initial value and do subtraction on the fly makes it less powerful. 
    • I thought it looked cool. In fact, at one point I thought about making the entire background a playable game of minesweeper, but that seemed a bit overboard lol
  • The tetromino rotation itself should conform to the standard SRS (if you notice any deviation from that, please report it as a bug!). This uses a simple wall kick with a right bias, rather than "super wall kicks": It checks up to 2 spaces to the right, then up to 2 spaces to the left to find a suitable location, with no vertical translations. 
  • Ghost pieces are on my todo list, hopefully for the next update if I can find the time.
  • Additional game modes would be interesting; I'll have to think on some that would make good use of the concept.
  • I do need to do a proper overhaul on the SFX levels... but I've been putting it off because it's not as much fun as working on new features lol