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notapixelstudio

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A member registered Mar 02, 2018 · View creator page →

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Hi, thanks for the thorough review! Sorry we didn't vote in time for your entry, we missed the fact that this jam was ranked altogether ^_^'

It is indeed possible to rotate a block by carrying it inside the circular areas with arrows outside the field! Maybe they are not super intuitive to discover.

Balancing the smooth movement of the ship and the snappy movement of blocks is very tricky, and we received negative feedback about that interplay even during the falling block jam. We have a new (yet unreleased) prototype now that uses way bigger tiles to mitigate these issues.

Very nice suggestions for the time limit UX, we probably take its design for granted (since we use it in other, more appropriate, minigames in our main game) but your ideas would certainly improve it, both in this specific minigame and in other minigames.

There are currently no multipliers nor balancing about scoring lines vs same color area, nor anything like chains or similar. This leaves the player largely without a clear strategy to score more points, as you experienced. This is something we surely need to address in future iterations.


Thanks again, and see you in the next jam! :D

Hahah thanks! Sorry we didn't vote for your game in time, we didn't even notice that this jam was ranked

Thanks for the review!

Hi! Just stumbled upon this from your Bluesky! I don't know if you are still looking for feedback, but here's mine:

Game rules: I played the game just once, and I am not sure I understood it all. It seems that harvesting seeds then plant them again always leads to having a lot of seeds available. Then using the buttons below leads to different "gardens" where this strategy can be repeated again until you can access new gardens. If the garden is full, a special seed can be harvested. Is there something more to it? I didn't find it difficult at all, and that seems to be on purpose, to focus more on exploring the music.

UX: no real problems with that, maybe the buttons below to teleport to different gardens could be bigger..?

Instructions: I personally like games that feel a bit alien at first, with no explicit instructions. That said, a smaller garden with just two tiles as an introduction could have done a tutorial impression without actually having one that tells you what to do.

We improved the tractor beam a bit, if you want to try it again! (the annoying SFX is still there though ^_^')

Yes, controls are getting very negative feedback :D We think they are super fiddly ourselves, and thought about improving them in the current edition of the Improve My Game Jam.

Scoring is totally awkward too, since we did not test the game ever so we didn't came up with a good target score. Providing an endless mode could also be an interesting avenue to explore.

Thanks for the review!

Yep, you are absolutely right about everything! This minigame was developed a bit in a rush for the Falling Block Jam 2025, where we got similar feedback.

We plan to improve the game (especially controls) during the current edition of the Improve My Game Jam.

Nice catch with the SFX for placing, now that you pointed it out it sounds very unintuitive. We'll recycle the sound for actually telling the player that the placement was wrong :D

Thanks for the review!

Very fun takes on Tetris, each with a distinct vibe!

My favorite would absolutely be Forgetris, of which I have already seen a short glimpse on a Bluesky post. I imagined that I would like the forget mechanic, but what sold it to me entirely was the fact that a bit of memory comes back when lines are cleared! What a nice tension there!

Most of the other ones are either enjoyable or clever concepts that would be nice to see developed further. I also adored the absolute alien feel of Sedem Blokov, but I utterly failed on understanding what was going on there ^_^'

Nicely done! Plus, in-theme retro vibes!

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You are totally right, the tractor beam fiddlyness is the main problem we want to address after the jam (we are thinking about joining the Improve My Game Jam tomorrow to continue this project). Maybe the smooth movement of the ship will never blend nicely with grid snapping, but we want to at least help the player in grabbing the falling blocks.

The time limit is indeed too short for this game. 120 seconds are a lot only if we think as this as one of many minigames of a larger game (as it would be the case when this project will be integrated in our main game). Also, I find it a bit forced to have a time limit and target scores in a genre that's more inclined to endless modes.

The block rotation areas came as an alternative to having the ship movement directly determine the rotation of the block. This idea was put on hold to avoid further complexity in the player's handling of the tractor beam, favoring dedicated areas to rotate blocks. It also opened up an (unused) desing space about having zones for other uses, for example destroying or changing color to a block, or equipping the ship with a different type of gear. It could be interesting as a way of exploring more mechanics about coop play.

Thanks for the useful reviews!

Thanks! Yeah, the tractor beam feel is fiddly and a bit weird... we have a few ideas to improve it after the jam though!

Co-op and gamepad support come from our main project "Starship Olympics", we decided to reuse that code here thanks to the very relaxed rules of the jam.

We just updated our submission with  the web export, we didn't trust that physics based game, would have worked, and actually it does work. 
https://itch.io/jam/falling-block-jam/rate/3898593


So we wanted to share with you this news, even if I understand is late in the timeline of trying out game :D 

Aaand good job everyone, we've been playing some games. Really enjoyable game jam and submissions ! 

uuhh fellow godoter :D Nicely polished, music is awesome. I do wonder how you balance a game like this, it is mostly luck and too rapidly block everything. Hard to get a grasp of it. But pretty satisfying rolling and dropping. Uh oh, is it how it starts gambling ? :D 

ahahha nice twist to the "falling" blocks. Sure I do wonder why a dragon can't catch its own heart since it is flying, but it's chaotically pleasing seeing all the fallen blocks amass on each other :D 

ahha I love some puzzle game with combination and some wit! Nice one. Honestly I would have liked more sinergy between the two different block. Like use the small one in order to make the big one do something that without it would have been impossible. But extremely and nicely polished for a jam! Great one

ehy, thanks for replying. At the end we went with some royalty free music that kind of fit the tone (not ideal but better than  a silent gameplay :) ) . And now it's too late for this one. But if you would like to  colab in future would be cool to see if we can :) 

Dimmi se funziona

https://discord.gg/3VYM4YAC

Daje! The world is big but sometimes small :)

Ti invito su discord così parliamo lì, ti va? Fammi creare un invito che sono al cellulare

Heeelllo jaammmers. We are an Italian duo, spare time game Devs.

We decided to participate in this jam creating a new minigame for our Starship Olympics (2d top down arena).

You can find some of our experiments for this jam in our brand new bluesky account


We are looking for a music for this minigame, anyone up for it this weekend? Thanks ❤️ 

Thanks Shawn! :D

Hi Ben! Thanks to your feedback, we decided to also allow SPACE and ENTER as action buttons for player one on keyboard. This should help players from getting stuck in the selection screen.

The latest version includes this update.

Thanks again!

Ciao ben, thanks for giving it a try.

The game is better played with joypad, but you can play with keyboard with "M" as action button.

That is to make it easier play with two players on a keyboard (the other using WASD and 1 as action).

Let us know. 

N.B. you can remap on the options menu.

Thanks! Maybe we should consider adding a calibration screen at the start of the game.

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Thanks a lot!

Btw... similar subject, two completely different approaches! :D

Thanks! :D

Thanks!  :D

Tried to play it, but I suffer from motion sickness, and the sensitivity of the mouse was very very high for me.

Nice concept though!

Very compelling mechanic, and strong production values! Nice :D

Very smooth gameplay!

And I really like the minimalistic visuals with juice (particle effects, stretching animation of the character, physics for the falling crates...). It reminds me of a game we made for an old jam ( https://notapixel.itch.io/keep-the-love-alive ).

Nice work!

I was under the impression that the game wasn't working properly at first, since I was clicking things and nothing happened. Maybe a feedback that the action was indeed attempted and failed to do anything useful would solve the issue.

Nice work though! A complete micro-game.

How can I pass through the horizontal red laser? I tried everything but I died every time XD

Nice work!

Thank you! :D

It happens to all of us... that's because we like what we are doing, I guess! :D

Thanks! We tried really hard to keep the scope small :D

Hahaha :D We had a lot of fun coming up with these lines... thanks for playing!

Hello,

 from the analytics page I only see the referrer path from the domain instead of the page where the traffic comes from

 for example



Is there a way to know which page is sending traffic to itch ? 


Same thing, actually, is happening in Google Analytics

Ahaha lol :D You have been struck by the wrath of the RNG gods!

We definitely wanted to implement a more predictable algorithm for breeding, to avoid frustration. It didn't make it during jam time.

Oh... whoopsie! XD

Thanks a lot for playing and commenting!

Thanks a lot for playing the game!

We wanted to introduce all the different enemies and ships gradually, but we ran short of time... the third (red) one was rushed and the fourth (yellow) was slapped in at the very end of the jam, leaving the level unfinished. Also, we wanted to introduce more enemy types, and the shooting flowers were also rushed.

The idea was to introduce each new ship before a dedicated enemy wave. Unlocked ships would then appear  even in non-dedicated waves.

Glad you had fun with this proof of conceot of ours! :D