Thanks for the feedback! That makes sense, there’s not much of an “onboarding”, and I planned to add a flashing score after losing to help with that, but ran out of time
Mobuos
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This is very cute! Also not sure how you stacked the blocks so well on the screenshots!! Did not manage to get over 50 in score anywhere, but I think the core concept is very fun. The biggest scores I got happened when I managed to get a piece stuck covering a larger gap, but I didn’t feel like I could do that consistently enough, although I will admit that’s probably a skill issue on my part. (Also on the third level I got everything covered in the middle, but then the piece holding it all got bumped and I lost a bunch of pieces, oops)
I think it’s a very interesting game mechanic. On one hand you want to stack as many blocks as possible, but on the other you probably want to also hit as many hearts as possible, which doesn’t (always) help with the first goal, creating this interesting balance. I found it a bit weird that the dragon is limited to horizontal movement after grabbing the piece, but of course it makes sense from a game perspective. I also liked that everything is pixel perfect, although some environment blocks had jagged lines.
Here are my scores after a first playthrough! You can see I sort of stagnate after the second level u.u
Also very cool that it saves your progress!

Some notes I took while playing
- Combos are satisfying even though I’m not good enough to purposefully create them
- I wish there was some more leeway after the block is already touching the “floor” for rotating it
- At one point the lights seemed to stop working on the blocks?
- The 2.5D perspective at first made it harder for me to gauge diagonal lines, but I got used to it
Hopefully that’s helpful feedback!
I’m not very good at these combo style games unfortunately, would need a bit more practice from my side, here’s my highest score :(

I can see how the menus took a third of the development. I will make sure to spend around 1/3 of my time using the menus to make up for it.
(They’re great menus)
Edit: I really hope when you said 30% of this was done before the jam that you mistyped and meant 80% or something because holy hell, how do I get this good at making stuff
Thanks for playing!!
As a general rule of thumb, as you might’ve noticed, blue clears, yellow scores. Then, position and shape inside each blocks hints at what relative area will be affected :)
For one or two blocks in particular I didn’t quite manage to fully convey what it does like this… but I hope it’s pretty clear what it does after you see it doing its thing
This is crazy what do you mean you made this in pico8
Obviously this looks so very good, but it’s a very intuitive gameplay loop, and the way you move the board paired will all of the little animations, polish… Getting a whole tube in a row feels so satisfying. My favorite part is the almost Wilmot’s Warehouse vibe when organizing the ingredients on the sides/middle, and having the necessary stuff at hand. I can only wonder how this would play if I could control the cursor with the mouse.
You’re an inspiration Rémy!
This is a very cool idea!
Right now, for me at least, the sounds are good, but they get a bit much when a bunch of them are going at once, specially at the higher end. At the same time, turning off the audio doesn’t feel right!
I’m no sound designer, but there’s just something different about the sound in those videos you can see about split-flaps online… I’m not sure what it is. Perhaps just the fact that all flaps start spinning, then gradually stop until they hit silence again? Or something more physical in nature?
I really like the line of thought you have in the description, particularly with the “organized sub-sets for each display” and hope you refine the concept further!
Wow this looks and feels really good! Love the main menu, the scoring portion at the end of each round is very good also, with the sounds and all, the tension of hoping you made the score. Although that didn’t really work on me because I spent like 4 games trying to understand the game and making under 500 points 😎
But once I did (after re-reading the tutorial some times and paying a bit more close attention), then
Oh wait actually it seems I didn’t get it, that was 400 odd points, I still scored under 500. Give me a minute.
OK I DID IT I DID MORE THAN 500 POINTS

AAAAA 1 OUT OF 4???
(I did not make the next round)
I feel like I’m missing something though, maybe the game is made for smart people? I just can’t seem to balance increasing the multiplier with keeping the yaku on screen without clearing them accidentally
Your logo is awesome btw!
It works incredibly well with the weird shapes! I guess it’s a bit less fast-paced in the beginning than the tetromino variant.
Maybe a smaller play area could make up for the generally smaller pieces? Because the maximum amount of lines you can clear here is 3 right? At the same time with the increasing speed maybe that would be too much. I’m not sure!
Anyways, good job!
Oh it’s interesting that it’s by color and not by shape, I guess that probably makes things easier?
The music and sound effects are great, and totally fit the gameplay. I found it a bit weird that the blocks look like ceramic tiles, but have this jello-like animation.
Also, I alt-tabbed to write this review and I came back to this

Haha, but it went back to normal after a bit, pretty harmless and fun bug.
Good job! Still trying to get the last 3 tiles
This is pretty good! I really liked the match3 mixed with the legally distinct falling block game!
I also really liked the sidebar, even though I’m not entirely sure what most of what’s there means!(?!)
I would love to see some more SFX, accompanying that wonderful clearing animation. Also, this is pretty subjective, but I feel like the fill pattern on the right is a bit harsh, specially the green on black.
For the scoring game, with the three objectives: At first it’s a bit much, but after playing a bit, and with the clear visual+sfx feedback, it starts to get pretty fun as well!
I think y’all did a wonderful job. Hopefully this feedback is helpful!
Also, small issue when holding pieces, which I only noticed because I had a similar problem with my game:

This is quite fun actually! I do feel like most of the time I end up losing on the snake side (But that’s probably because I’m not paying attention, the snake moves pretty slowly, which is nice)
It all looks pretty good as well, the UI in particular took my attention, and the inclusion of a pause menu was nice as well. Good job!
I also didn’t quite get what I’m working towards
As zzzs and wakes are tracked, I imagine we want to increase those, right? And as things turn dark when they reach the top, I also imagine we don’t want those, since it also plays a BAD SFX
I can see the vision, from the gif you have, and from playing a bit, of sort of making a sequence where the droplet activates multiple ZzZs and clouds, which resets the cloud, but I’m not sure… I tried doing fancy stuff, but always ended up letting some things go through. The more sure-fire way for me was placing the elements in a way they get instantly deleted/used, which didn’t result in the chain reactions of your gif unfortunately :(
I hope that’s helpful feedback! I think it’s a very cool idea, and the art is pretty cute as well :)
Stylistically, this looks absolutely awesome. I particularly like the fading away of the UI elements / tutorial. Also… a curious take on fallling block haha
But in terms of gameplay, maybe I misunderstood something, but I’m stuck in a loop where I frantically try looking towards all 3 tunnels, but the monster arrives anyways, I waste a flare, keep looking at the tunnels while fixing the blocks, the monster arrives again and I die before I can get a 2nd block :( From your video it seems like I’m doing things correctly (??)
But again, excellent job, very atmospheric. (nice itch.io page btw)
Weird.. I didn’t see many reports about that
But you’re likely correct, they’re pretty high pitched, and it’s not something I tested too thoroughly. Can you say what sounded harsh? Or if it’s a general thing
I’m guessing collecting the bees is the sound that gets maximum polyphony, specially with some upgrades
Thanks for the high praise! At first expanding the hive visually changes the hive, but later on I ran out of sprites for it, but it still has gameplay changes by unlocking the upgraded flowers and adding an overall multiplier to honey collected. Totally agree that there’s no communication from the game to the player about that!
Good job! I’m not going to lie, it took me quite a bit to actually understand what was going on, with the flowers blooming, bringing more bees and more pollen. Some criticism is that visual readability is a bit low, particularly on the bees on the right side.
But I think overall it’s a pretty fun game! Certainly a unique way to do incremental, which I think could be expanded if you’re willing to. I wish I did a grandiose ending like you did!

CUSTOM GODOT SPLASH SCREEN!!!
Great music, the visuals are great, if not only for the inconsistent pixel size :(
Also technically not 1-bit hehe 
But I don’t think that matters much. It plays great, and has a cool gameplay loop. It’s definitely a unique take on the theme, at least based on the other games I’ve played so far. My only real critique is that… I sort of wish I could spam bombs more, but that would probably break some things haha, great job!








