Oh thanks for reminding me! I've updated it.
Poobslag
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Thanks that's indeed a bug -- Zen Mode is supposed to make the game easier by making levels shorter. But on levels like this one with a score requirement, it makes it much harder to make the requirement!
I'll think of a way to fix it, probably by lowering the level requirements in Zen Mode too -- so that you'll only need around $100-$150 instead of $400. Thanks for reporting the issue, sorry for the trouble!
Is that a requirement for the higher grade on a particular level?
https://youtu.be/_ha7eUK5glM?si=ka33uQ6VAfPbGmwx
The higher grades often require cake boxes, fast play or both. Some expert players lock pieces into place instantly using "DAS", where you hold the hard drop button as the piece spawns! It's very difficult, but with practice you can play incredibly fast.
Sorry, I took out the level editor because it wasn't up to the standards of the rest of the game. I was really excited about including it but it would have taken so much work to add all of the missing features, to add controller support, to get rid of the big JSON window, and to make your levels playable and shareable in a practical way.
I'm really sorry if this ruins your enjoyment of the game! If you really want to access the level editor, it is still in the source code. You can install Godot 3.x, download the TurboFat source code and run the LevelEditor.tscn scene. I can give you more detailed instructions if you're interested in pursuing this. I'm sorry again!
That's great to hear, I'm glad you're finding it fun!
The scoring requirements for the levels increase gradually, so you can probably get past the first few areas just with your Tetris knowledge alone. But eventually you have to start making more boxes, playing faster, and making clever use of the new mechanics. To finish the sixth area and complete the story, you'll really have to abandon your Tetris instincts and start playing the game totally differently. But it's a fun journey if you can make it!
Best of luck!
I see. Doing some googling, it seems like it's this godot bug:
https://github.com/godotengine/godot/pull/74566
I haven't seen this so maybe it's Linux-specific or only affects certain graphics cards. There's no workaround, so unfortunately I think fixing it would require someone smarter than me fixing the game engine, or porting this fix over to 3.5.x. Thanks for the report, I wish I could do more to help!
On Windows, Godot prints errors like that to the console window. I can view the console window if I launch a command line and run the game from there
$ ./turbofat-win-v0.7000.exe Godot Engine v3.5.2.stable.official.170ba337a - https://godotengine.org OpenGL ES 3.0 Renderer: NVIDIA GeForce GTX 970/PCIe/SSE2 Async. shader compilation: OFF WARNING: Unrecognized save data version: '512b' at: call (modules/gdscript/gdscript_functions.cpp:789) WARNING: Unrecognized save data version: '512b' at: call (modules/gdscript/gdscript_functions.cpp:789) WARNING: Unrecognized save data version: '512b' at: call (modules/gdscript/gdscript_functions.cpp:789) WARNING: ObjectDB instances leaked at exit (run with --verbose for details). at: cleanup (core/object.cpp:2070) ERROR: Resources still in use at exit (run with --verbose for details). at: clear (core/resource.cpp:417)Does that work on Linux too?
When trying to place a piece one space away from a wall -- experienced tetr.io players will use finesse techniques like "hold left, tap right" to play quickly using DAS (Delayed Auto Shift)
In this game, left and right DAS appear to interfere with each other, so "hold left, tap right" will move the piece several spaces away from the wall as DAS remains active, even when moving in the opposite direction
It is a minor hangup but makes the later levels more frustrating, when you're trying to play quickly!
I had a lot of fun playing this -- I don't want to be too specific and ruin the experience for others reading the comments, but I'll just say there are some levels later that aren't like the levels before, and I thought it was impressive how those different levels were still balanced and fun to play
I think a lot of people like myself see some of the stars or challenges and think, "Oof! That looks too hard for now, but maybe I'll come back and do that later." And I think this game has an interesting moral about those kinds of challenges.
Cool game, thank you!!!
Glad you had fun with the hold function! You're right, the game is not balanced for it and it makes things easier than intended - but if it makes it more fun, then go for it! I won't tell 🙊
I'm imagining the tutorial will be a few set downstacking scenarios, clear 5 lines with these pieces
Someone in the Turbo Fat Discord suggested I add some parts of the How To Play wiki to the downstacking tutorial, specifically the "Cursed Shapes" section: https://github.com/Poobslag/turbofat/wiki/how-to-play#cursed-shapes
https://github.com/Poobslag/turbofat/issues/220 I've added a downstacking tutorial to the set of planned tutorials. I have an idea for how I might teach it. Thanks for the suggestion!
Thanks, I've never been so sad to delete so much code! It really was a heart wrenching week undoing all the hard work I put into that mode.
When I thought about what freeroam mode was going to contribute to the final game, two things came to mind. The first is this big world where players wouldn't know where to go next, or how to find the next puzzle. The second is all this cool and funny dialog which they might completely skip over by mistake, because they didn't talk to the right person at the right time. So -- I'm hoping Career Mode will be more streamlined and ensure everyone sees the entire story if they want to.
Thanks for checking out my work! I'll have a new version up with a new story for chapter 2, although I'll have to think about how to let players rewind the story mode to experience it if they've already gotten past that point. Maybe a cheat code to undo some of their progress!?! That would be weird, ha ha~


