yeah sorry, I realized after the fact that the big eggs don't check to see if the player exists before referencing them. I made it in GMS2, which uses its proprietary language GML.
Zweistar
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Yeah, unfortunately I didn't have much time to iron out bugs or finish the main gameplay loop before the deadline. The initial idea was to have gacha game mechanics, where the party would have stats that affect damage. The lack of block sliding was a bug that I didn't catch until after the deadline, but the fix was literally just moving one line of code above another one lmao. Thanks for playing though, and I'm glad you liked the concept!
So I actually deliberately didn't add instant drop, because the original tetris didn't have it. As for the dungeon portion, enemies are supposed to spawn continuously until you lose, but both spawning and the game over condition had bugs I didn't have time to iron out before the deadline. Thank you for playing though, and I'm glad you enjoyed the aesthetics.