shhh it's meant to be a secret and totally not just my physics being bugged
Oshisaure
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hmm, I guess i could fix those two things, the former would be a different collision check to make sure it collides with something that's specifically not the edge of the playfield, and the other has been suggested a few times, i suppose it's fair to let pieces settle a bit and I don't mind making the game a little extra forgiving if it means it's less frustrating. though i'll probably do that after the jam as a quick update
also yeah while the face of my youtube channel is another sona of mine, she does share the same species therefore headshape and stuff as gabby does, and also i've put violet in a couple thumbnails recently of some arcade recordings. guess that means the both of you are into tetris then, huh? tell him i said hi!
thank you lots! i'm glad you enjoyed the squishy things and how they play
as for how line clear works, i knew i wanted to make it so pieces only clear their individual squares. i got this idea from butsuris actually (still wild to me you know what it is by the way), having residue be polyominoes instead of arbitrary shapes felt easier both to play and to code. and because of that, i made is so that instead of checking discrete sectors for how full they are, the game instead just keeps track of the center position of each of those blocks, and if enough of them are close enough vertically then they must be lined up and clear. this allows lines to be cleared anywhere, but would make it hard to implement some kind of "fullness" indicator... maybe i can come up with something later on for a full release?
speaking of full release, there were a few ideas to expand on the game that ultimately didn't make it, like a loose campaign to unlock new piece colours, an endless mode, maybe a puzzle mode too where line clears are disabled to give the true softbody tetris animation experience... maybe not much in terms of bigger board though because ouch my framerate lmfao, but hopefully that's something to look forward to
does it tell you what trojan? if it's Trojan.Heur!.02252123, it's apparently a false positive that seems to be triggered by something in godot as that seems to happen to other godot games too, and i don't think there's much i can do to fix that unfortunately
here's the virustotal report on the windows 64-bit build showing that's the only thing that's being reported, as well as a an issue on godot's github where the devs of godot itself seem to say there's nothing one can do about it without paying microsoft for code signing
kinda feel bad that i didn't play this earlier but also i'm kinda glad i played it when i was on my own because holy fuck that hit on the feels a lot. great characters for an amazing story that talks about a lot of important things, like i genuinely would have forgotten it was a vore game if it wasn't for the whole subplot about it slowly building up on the side to mesh with the main plot in the best way at the end
now if you excuse me i'm gonna be in bed thinking about life for a while lmao
thank you, glad you liked the sound and the squishy!
the way the game checks for the lose condition is not with a cutoff height but rather by checking if something is in the area where the next block would spawn (which is in the hood funnel thing), so if i were to give more visual room it would also show the pieces snap into existence and kinda break the illusion that they're falling from somewhere. that said the pieces are so big compared to the field anyway that maybe checking for a piece landing above a certain height could have been a better idea, because then i could have done what you suggested... something to think about if i come back to this i guess
also about the lag yeahhh i know it gets real bad when a lot of liquid jelly spawns but that's on me for having like over a hundred particles all colliding with one another lmao, I didn't know how to do it any better without doing something super complicated that would have taken several days to figure out and might have put me on an even tighter time limit for all of the sound and spritework stuff. until i have time to figure out proper fluid sim on compute shaders that's gonna be all i can do
i have had ideas to do more with this game that i had to cut back from the jam version though so there's a good chance i come back on this to add all this stuff, so that'll be an occasion to fix this stuff too
thanks a lot! i'm glad the horny is coming through to some people, because me going for stealth got a few people telling me basically "why is this in strawberry jam", either because they find the game in the submissions and expected something more obvious about its kinks i guess, or because they had no idea and then realise this was in the jam and go "wait this is horny???"
thanks for the detailed feedback! i didn't intend for pieces to try to keep their orientation when they are placed, they do try to keep their shape but that takes into account the current angle of the piece. i have had weird flings happen occasionally though to be completely honest i have no idea where to start debugging this
the liquid jelly getting in the way is also intentional, because honestly without it the game would be quite trivial to the point where you could just afk and let blocks place themselves forever. there is some strategy while your board is low to make sure your line clears give residue in the middle and not on the sides so that you can sweep the jelly out after, but i do recognise that due to the board being narrow it's hard to keep your stack perfectly clean for long, so you're forced to be in situations with your drains clogged, which if it happens after a big clear means you have to somehow get your pieces down through a couple rows high of jelly
as for the game not being very erotic i mean i did aim for being stealthy on a kinda specific kink so if anything that's doing its job lol
thanks! and yeah i was definitely going for stealth and kink there more than horny, so i'm glad you think it checks out
and also yeah the game was meant to be pretty forgiving, i wanted to make something not only for tetris grandmasters but rather aimed more at casual fun, so again i'm glad it lines up with what you said
thank you! definitely took some tweaking to get the physics to feel right for sure. when it comes to using rotations more than directional movement i think it's mostly a consequence of the playfield being relatively narrow, so you don't have to slide pieces around nearly as much
as for kink when i got this idea i thought "surely someone's into this right??" then as i made the game i realised hi i'm someone i like squishy things lmao
thank you! i'm glad you liked how it plays
the thing with the way i implemented line clears in this is that there's no exact row positions, it just checks for 6 or more blocks that are within some threshold vertically and then clears that when it finds them, so implementing an indicator of how close to clearing a "row" is would have to be a continuous thing too... not impossible but I didn't have time to figure it out
as for the aesthetics i thought about making everything 3d but honestly this is like my second time doing 3d graphics so i wasn't confident enough to learn to model and animate the characters in 3d on top of everything else... but yeah maybe i could have tried to instead make the 3d stuff fit the cartoony artstyle of the characters more, you're right on that
Thanks, it was definitely a challenge to get all this working fine enough for the jam. There's still a few bugs with collision, and one bug where if you rotate a piece constantly for long enough it just starts expanding and then explodes into a mess of collision nonsense which I never got around to fixing, but those are rare enough that I'm happy to call it "just part of the jank" lmao. I'm still overall pretty happy with how it plays and I learnt a lot while making this.
Thank you for playing and giving feedback!
The thing about speed levels in Arcade Mode though is that while going up on both difficulty curves makes the game feel overwhelming, that's kind of what the game mode itself is about. It scales with how far you manages to push it, until it pushes you. And while pushing two difficulty curves at once does mean giving yourself a hard time, the game rewards you with more points if you manage to play well despite the extra hassle (in theory at least, in practice I could change the scoring system to make going for both more powerful). If still want to play Arcade Mode but don't like the speed levels though, there is always the Custom Arcade Mode where you can pick a starting speed and make it the speed for the whole run. Custom Arcade Mode doesn't save highscores though, because it would only make sense to compare highscores between identical settings and it was something I didn't think was worth the effort. Maybe later I will feel different about it though.
On the other hand, Time Trials were designed more with the idea of testing how confident you feel with the mechanics and the early piece sets. While it is closer to what you would get in a standard Tetris sprint mode, I still decided to add in the piece sets gimmick because it is more or less the defining gimmick of this game compared to regular Tetris, so I thought it made sense that the Time Trial test should be about this as well. It doesn't have the multiple pieces calling mechanic though, I feel it makes it more difficult for reasons that aren't apropriate in a sprint game.
If you want more things that don't involve speed levels though, I'm planning to have a Puzzle Mode of some sort. I still have to figure out exactly what I want to do with it (Perfect Clear a given sequence? Build a given shape? Something kind of like Tetris Plus? Something else entirely?), but it will be more about thinking how to make the chaotic shapes in this game interact together, rather than reacting to them and quick decisions.
Apologies for the late and maybe disappointing answer, but that's all I can promise.
Thanks lots for the feedback! We know about the balancing and pacing issues and aren't really happy with it either, but we ran out of time before we could test it out in more depth. We appreciate the suggestions and the interest though, having a setting to change the gamespeed would make for a nice addition indeed.