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Ratttz

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A member registered Jun 21, 2018 · View creator page →

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i'm glad you enjoyed it!!

I had initially planned to highlight the border of the piece you're holding when it's directly over a match, but this was cut for time, and I'm not sure if it actually solves the problem (players don't know what matches ARE, different from what matches a player Could Make Now)

i'm glad you enjoyed it!! \o/

thank you!!

i'm so glad you like it and have such a positive impression!

we were initially going to have a screen illustrating the yaku but it was cut for time

i should be rolling out some post-jam QoL features as i get to them like that among others


I'm so glad you enjoyed it!!!

I'm so glad you liked the game!! I wanted a scoring concept for a versus game where the scoring items were continuously visible and interactable, rather than like, scooted off to a ui element or something, and then this game happened haha.

If you want to go over data structures and interfaces in gdscript, i'd be very happy to demonstrate how to achieve keeping track and counting up information like we did here

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that's interesting; on my browser the default behavior is to pop out into a separate window...I will have to do some research on how to fix that.

As a short-term workaround, if you increase magnification (by holding ctrl and rolling your mouse wheel), it should move the banners away at like, 120% or so.

I won't lie I recoiled a little bit at first when I saw the mouse controls, but once I let go of my biases, I was surprised at how charming and fun this was! The controls make sense, you can build a pretty good pace, and being able to act during clears helps mitigate any of the fear of the higher gravities. It was weirdly funny to pet the ice cream to prevent it from melting

I enjoyed the shards filling my little goal box during the levels haha; I wish I was making more conscious decisions about what I'm buying but there aren't any tooltips. Thanks for making this!

I enjoyed this! I ended my game with a score of 3900. Some very cool gameboy gussun oyoyo vibes, but i wish that when i died, the camera zoomed to my avatar's position, because scrolling back with the piece is pretty tedious. The timer is pretty generous but I gave up long before the timer ran out when i realized how long i was going to scroll for

The music is really quite beautiful, bringing some very cool jrpg adventure vibes...The gameplay is fresh and unique, and chains come easy. I wish there was more of it!! More colors than three, some well defined stages...I love what I played, and I hope that you continue to work on this or develop it further, because it's very exciting!

This was a lot of fun!! It's a real brain bender that still comes off as remarkably easy to start playing even though it starts devolving into b-type from hell as your clears shred the bottom of the board into a checkerboarded mess. fantastic work!

I gave it a spin and was able to complete three out of the seven objectives! The concept was interesting, I think the conceit of using objectives as a soft tutorial is an interesting one, but the pace of the gameplay doesn't appear to match the pace of the timer: it often takes a second and a half to merge one piece into another, so if you make a mistake or fall behind, it can feel like you get doubly punished.

I'd be interested in learning where this game can go, scoring-wise, if I had an option to turn off the objective gameplay or if the timer were significantly increased, because I have yet to get a chance to really explore what kind of chain forms this game could let me make

REV UP THOSE WASHING MACHINES

This was a lot of fun!! I still haven't quite gotten the hang of it, but once you get movin' and groovin you can really begin to savor the fun dolphin vibes. i really appreciate how much you were able to get out of so little; like the economy of design and art here is incredible, good work!!

This was a real pleasant surprise! I had a lot of fun with this one. I dug the beachtime vibes, the simple but clean look, and gameplay that has a sort of board gamey-sudoku-sorta-puzzle type beat rather than a straightforward action puzzle game with time pressure. I admit I focused mostly on survival...I don't really know or understand the scoring, but maybe if the specifics were shared with the player, they'd be incentivized to take greater risks.

Thanks for makin' it!!

That did get a chuckle out of me. Thank you for making this! I played it all the way through, and even got a gold medal here and there. I did notice that you can slide and jump while holding the slide button moving right, but not left, which makes slide jumping to the left a little weird and awkward?? but it doesn't seem to hold the game back much, minus one or two weird jumps

This was a lot of fun! A cool take on panel, and the chain forms to score well with these loops and blobs are unusual and not very common. The art is great and so is the music, it was a really nicely presented experience. I do find flipping the cursor's orientation a little disorienting and awkward...I would have preferred the 2x2 cursor from kuru kuru twinkle where one button flips the bottom row with the top, and the other button flips one column with the other; that way you never have to twiddle with or remember your cursor's state and can just focus on the board instead.

reading this made me smile ear to ear hahaha!!!

So a plain match is just worth 0.2 mult on its own. Chaining into another match will double that value. so a 4 long chain is worth 0.2+0.4+0.8+1.6 mult, if you just want to build stairs across the bottom of the screen. The game is structured around making 12 piece bags of 6 card pairs to make achieving chains much more feasible even with so many colors/suits in play.

Combos are worth even more: where every link is multiplied by two, combos are squared by each additional match you make, so a common pattern of play would be to make a chain, and then end that chain in such a way that you clear 4, 6, even 8 cards at once.

Playing like this can yield scores of over 4k in a level, even if your only yaku is 5 brights and the viewings. The game is...not balanced around you always succeeding at this, and just expects you to get around 1-1.5k per level in Novice.

I'm really glad you enjoyed it, and in the future when I get around to adding some of the other Quality-of-Life features, I'll create a guide to some of the standard patterns of play.

I enjoyed playing this! The vibes are pleasant, the 1 bit aesthetic is cool, and the slightly smaller board than your average puyo board and additional colors gives it an immediacy that a more straightforward clone would not have. I wish the music was a bit louder; I didn't realize it had music for a bit until a swell caught my attention and I had to turn things up

We initially had scoped a page for all the yaku in the tutorial section of the game, but cut it for time, especially when we considered that folks would simply try again if they Ate It on the first stage...in the future, when I get around to adding a pause screen, it might be a convenient place to store an additional reminder

oh, when i held the buttons it just froze on a round grey blob until the piece fell and locked. i dunno if it's relevant, but: i'm on windows 10 on firefox, playing with an 8bitdo controller. maybe i'll give it a spin on a different machine and see if the issue resolves itself

This was a lot of fun! I defeated the dragon and earned a score of 12420 (nice), and I was delighted by how tightly balanced of a game it was; it took me three attempts because the specific turn economy of earning shields and extra turns is not immediately obvious, but slowly becomes a pretty important concept if you want to survive. I'm a little fuzzy on the damage calculationbut I don't think I ever lost a run because I made an error because of it

this was pretty cool! i enjoyed this sort of quasi deck-buildery take on puzzle games! i got reasonably far but i honestly was not able to figure out how to get the deletes to work

god this game looks soooooo good. the extremely old school palette is used to great effect here, and i love the gameplay. The controls feel tight and i enjoyed the time i spent on it. the music also rules, thank you for making this!!


i do wish that i could place flags just like in minesweeper, so that way after i deduce the location of a mine, i can focus on finding another one and using them together to clear lines; if my other clue blocks are pretty far away, i have to spend a lot of effort remembering the location of the previous mine block

i love the presentation of this game, i love how our goofy goblin of a protag mirrors my own mischievous grin when i plan a four chain, and the ui is clean and to the point. The controls and gameplay were sensible and solid, and overall i had a lot of fun with this one!!

I enjoyed playing this! The music was pleasant, and the presentation was simple and clean. The tweening square animation also gives it a fun paper cut-out kinda vibe.

The queuing of moves for the snake is low key brilliant, it does make the game much more playable, but the fact that you can immediately double-back and kill yourself (which is not normally a valid snake move) makes queuing moves to the rhythm of the snake unpleasant and error prone sometimes. 

playing this was a bit of an uphill battle for me because i'm not really a yoshi enjoyer, but i did appreciate and enjoy the attention to detail and presentation of this game. I do wish that chaining or taking on more risk was rewarded by this; i felt more like i was trying to not fail at a task, rather than trying to get away with a risky gambit or tricky play, and i didn't finish the game because of that (though i did wind up hiring a cool mage, who did cool mage things. thanks cool mage)

I'm not totally comfortable admitting how much I laughed and enjoyed the intro cinematic, which was incredibly cute and charming. I played through both the normal and hard modes, and enjoyed it!

I enjoyed this! The music was chill, the color palette is easy on the eyes, and the variety of backgrounds was cool. I appreciated seeing some pieces from Tetris 2/Tetris Flash and Gussun Oyoyo in a new context. The balance of the game seems carefully considered and I appreciate that, even though I sometimes grit my teeth and scream out for an I piece that appears to be outside of the piece set.


Given how involved the game can be, it's kind of easy to forget about or even ignore the timer; I would've appreciated some juice to motivate the player to play faster when the clock is nearly running out: maybe even giving them more time for making impressive clears, like doubles?

love the vibe; its simplicity and coarse nature forces me to engage with the theme, which is great. The terminal window appearing, the really buggy way top out happens (and how topping out might not necessarily come from filling a column...i dunno, maybe that iss a bug?) is all kinda scary and unpleasant, which contributes to the atmosphere

Cool vibes, and I was really surprised at how the new shapes altered the gameplay. As soon as I made my first pair of dominos and they stood up perfectly instead of falling into each other I let out a quiet "oh...!" and realized that the strategy of the game might be a little more involved than your average suika clone.

The presentation is nice, the music is soothing, the aesthetic is chill, overall I enjoyed it!!

This game's kind of absurd: beautiful in its presentation, an original twist on one of the the genre's most beloved games, great and informative presentation that presents great information to the player without getting in the way. I really enjoyed playing the arcade mode and even completed a few rounds against the computer on the highest settings to enjoy further.


The directionality of the clears can be a little confusing, especially with the wild piece, which might land touching multiple potential clears. I appreciate that clearing only one group is one of the ways the game distinguishes itself against BBA and Puzzle Fighter, but clearing all of the groups with the wild piece would probably make that piece in particular feel more powerful and consistent at the same time.

I enjoyed playing this, the concept is cool, and I was pleasantly surprised that the game ended cleanly instead of dumping me into an endless score chase.

Given the cribbage theme, I was really surprised when 31 didn't also clear. The combination of monominos and horizontal clearing only makes it pretty difficult to greed and take risk in a conventional way; none of the chain forms I carried with me worked here other than stairs, which can give it kind of a flat texture.

I was just chilling minding my own business and you have to go and drop a game of the year contender in my lap??? This game's incredible, thank you for your hard work.