So incredibly creative and well made for a jam game oh my goodness
Thenri
Creator of
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This plays surprisingly much better than I expected tetris with wild pieces to be! (probably cause the board is bigger lol) the lack of auto-shift (holding down the arrows) does make the game feel clunky though
Others have already mentioned this bug, but what seems to be happening is that you can rotate pieces *into* the stack (lack of collision checks?), which are counted as well for the purposes of clearing lines.
Okay, I would have liked if you toned down the unreal engine-ness of the game, cause it ran slow on my PC
I second the addition of a minimap, while I get that you were supposed to pay attention to the tiles you go through, realistically you won't see them all (especially later when theres so few ways to traverse)
I like it! It's a very simple top down shooter, and it plays well! As others mentioned, the weapons are rather diverse, and the bullets that go in circles are very annoying
For a game where you're expected to make abrupt playstyle changes, it would be handy to add an audio cue so you wouldn't get caught too off guard, that's all I'll say
Thanks! It feels very weird to hear that, cause from my perspective it looks SUPER rough, especially when I look at the very polished work of others.
When it comes to the rolls, I think it's already a perfect balance of having control over your outcome, but also making things getting chaotic in the heat of the moment, when you got less of an opportunity to focus. But I can still see giving more time to react before an accidental roll blows up in your face.
This is an interesting premise, one that could totally have potential if it was delivered with more charm. The opening cutscene is very neat, but although the destruction is there, and the art is good, but the rest of the game could have gone such a long way too if the maps were given some life that would react to the chaos.
The scoring system is another big problem. You lose out on points for burning things down, which feels counterproductive, and as the rest of the comments have mentioned, made it difficult to progress through the first level.
If you want to prevent players from immediately going ham, it has to be clear why they are being punished. (burning down the whole map feels like a job well done, so why is it not enough?)
If it could have been fully fleshed out, I could have seen it turn into a game where you have to wait for the perfect opportunity to cause the most damage at once, or else you ruin it, but it would require a lot of AI shenanigans that I'm sure you didnt have time for.
For what it is, though, it's pretty well made, it works and it's more than playable. You already show potential as a dev, so keep it up!
The controls feel very quirky, but it made this game oddly fun?
Also, I think I ran into a bug when restarting too often that made the platforms disappear much sooner. Playing too many times also glitches out the music which sounds actually quite nice
I gotta say, though, you did a pretty good job for what seems to be your first game! Like the visuals you've done for it a lot! I hope you'll keep it up