somewhat unappealing imho. brown pieces over a brown background don't really pop much. also, even the most basic enemies felt like they had too much HP, especially for the very first floor to hook players i feel like the beginning should progress faster with easy loot and wins and then progressively raise the difficulty later in all honesty the entire "tetris but you are not fully in control" thing kind of annoyed me, especially when an enemy started transforming my own pieces right before they landed, ruining my strategy and making all my planning and reflexes worthless
Thanks for playing! The art is not final, I know that there is a lot of room for improvement there.
I'm more concerned that you don't like the gameplay gimmicks but maybe if I ease the player in with a some kind of story mode and not just throw them in full randomness, it could be less annoying to people
For context, I stopped after beating the first boss.
Some thoughts while playing:
- The character select menu is a lot louder than the main menu music. Had to turn down my volume.
- The hard drop with space input didn't work for me. Eventually, Z to rotate pieces left stopped working too.
- +1 for being able to pause and view status effects mid-game.
- I needed to right-click to exit the Ratman shop. Shouldn't I be able to press ESC instead?
- The block preview would sometimes not show up in battles. Was that tied to a character / hazard?
- The game needs more juice, especially when lines are cleared. As a casual Tetris fan, my favorite part of the game is the satisfying visaul and audio feedback from getting Tetrises and combos. I think TETR.IO does this really well if you want some inspiration.
- Piggybacking off the previous point, if you don't have one already, I think a combo system where consecutive line clears deal bonus damage to enemies could be a neat feature. It would make chaining clears feel even more rewarding.
- Block collisions can sometimes feel a bit janky. Pieces would occasionally land in what looked like free space just after a block faded away. to be honest, I'm not really sure if I'm a fan of the fading mechanic. I'd either make it last longer or make it exclusive to a hazard type, but that mostly comes down to personal preference I suppose.
Overall I enjoyed it. I didn't get very far, so I can't comment on the roguelike progression, but I think with some more polish the game could definitely be something I'd buy for a reasonable price.
The hard drop and reverse rotate are specific for the ninja character. Once I finally make a proper controls page that can be customized I will explain it better there.
There is a character that can't see any blocks and there is also a curse that prevents you from seeing them. Maybe that's what happened to you?
That's a good idea, I will try to make it more flashy. Combos will be added as an upgrade probably but if it's too interesting it could become a regular mechanic.
There are blocks that crumble and disappear and blocks that become invisible but are still there. Maybe I should explain it better in the tooltip
- way too much inverting controls to the point 70% of my playtime was spent with inverted controls
- the boss seemed like he was supposed to use its skills when the blue bar was filled but i could swear sometimes it would cast them even without it full
- losing your entire run because you lose a single fight seems quite punishing.
Thanks for playing! The encounters are totally random so you must have gotten pretty unlucky to have that many inverted controls. Maybe I'll limit each one to 1 per floor in the future. Bosses have 2 skills, a small one that uses up 50% mana and a big one that uses 100% and they use one of the two randomly. I'm still not sure how to handle the difficulty but I'll definitely add some less punishing game mode
Comments
somewhat unappealing imho. brown pieces over a brown background don't really pop much.
also, even the most basic enemies felt like they had too much HP, especially for the very first floor
to hook players i feel like the beginning should progress faster with easy loot and wins and then progressively raise the difficulty later
in all honesty the entire "tetris but you are not fully in control" thing kind of annoyed me, especially when an enemy started transforming my own pieces right before they landed, ruining my strategy and making all my planning and reflexes worthless
Thanks for playing! The art is not final, I know that there is a lot of room for improvement there.
I'm more concerned that you don't like the gameplay gimmicks but maybe if I ease the player in with a some kind of story mode and not just throw them in full randomness, it could be less annoying to people
For context, I stopped after beating the first boss.
Some thoughts while playing:
- The character select menu is a lot louder than the main menu music. Had to turn down my volume.
- The hard drop with space input didn't work for me. Eventually, Z to rotate pieces left stopped working too.
- +1 for being able to pause and view status effects mid-game.
- I needed to right-click to exit the Ratman shop. Shouldn't I be able to press ESC instead?
- The block preview would sometimes not show up in battles. Was that tied to a character / hazard?
- The game needs more juice, especially when lines are cleared. As a casual Tetris fan, my favorite part of the game is the satisfying visaul and audio feedback from getting Tetrises and combos. I think TETR.IO does this really well if you want some inspiration.
- Piggybacking off the previous point, if you don't have one already, I think a combo system where consecutive line clears deal bonus damage to enemies could be a neat feature. It would make chaining clears feel even more rewarding.
- Block collisions can sometimes feel a bit janky. Pieces would occasionally land in what looked like free space just after a block faded away. to be honest, I'm not really sure if I'm a fan of the fading mechanic. I'd either make it last longer or make it exclusive to a hazard type, but that mostly comes down to personal preference I suppose.
Overall I enjoyed it. I didn't get very far, so I can't comment on the roguelike progression, but I think with some more polish the game could definitely be something I'd buy for a reasonable price.
Thanks for the feedback!
The hard drop and reverse rotate are specific for the ninja character. Once I finally make a proper controls page that can be customized I will explain it better there.
There is a character that can't see any blocks and there is also a curse that prevents you from seeing them. Maybe that's what happened to you?
That's a good idea, I will try to make it more flashy. Combos will be added as an upgrade probably but if it's too interesting it could become a regular mechanic.
There are blocks that crumble and disappear and blocks that become invisible but are still there. Maybe I should explain it better in the tooltip
didn't get deep into it but:
- great concept i like it
- turtle that flips the board can fuck off
- way too much inverting controls to the point 70% of my playtime was spent with inverted controls
- the boss seemed like he was supposed to use its skills when the blue bar was filled but i could swear sometimes it would cast them even without it full
- losing your entire run because you lose a single fight seems quite punishing.
thas it i enjoyed everything else tbh
Thanks for playing! The encounters are totally random so you must have gotten pretty unlucky to have that many inverted controls. Maybe I'll limit each one to 1 per floor in the future. Bosses have 2 skills, a small one that uses up 50% mana and a big one that uses 100% and they use one of the two randomly. I'm still not sure how to handle the difficulty but I'll definitely add some less punishing game mode
Not that much new content since the last demo:
- Some new visual effects
- Your character upgrades are always displayed next to your portrait
- Bugfixes