I love the acctual core of the game, where you have to stack block in a order and can have multiple diffrent towers on your platform. I think you could have focused more on polishing the core rather than adding more features, anyhow it fun and I played for a while. And I always love to see other pico 8 games, wish there was a filter for them. Great job!
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Breakdown's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #2137 | 3.462 | 3.462 |
| Creativity | #2831 | 3.615 | 3.615 |
| Artwork | #5198 | 2.923 | 2.923 |
| Audio | #5695 | 2.538 | 2.538 |
| Narrative | #8036 | 1.846 | 1.846 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Jolts go from high numbers to low numbers
Comments
I really like the idea and that it was made in Pico 8! Simple rules everything is great and i can say it quite addictive
Love me a good Pico8 game! Very satisfying to get a good combo. Took me a while to figure out what was actually going on with the number blocks and all that but overall very well done!
Great job! Getting a big combo is really satisfying and I had a lot of fun! Always nice to see another pico 8 game.
I was a little confused at first but this is actually a really clever game. Wish it was easier to pull off a really big combo but when it does happen its awesome. Great job and I think this game has a lot of room to grow into something really awesome, with different block types, modifiers, ext
I think the concept has potential! I agree with the other commenter that luck tends to be more of a factor in scoring when you get later in the game, but I had fun with the mechanic and the classic and minimalist feel. -B
It's kinda convoluted and it took me a few tries before i understood exactly what i am supposed to be doing but its a pretty fun fallingblock game once you understand it. From what i played i feel it maybe takes a bit too much luck to get a good score? sometimes it felt like i was only getting yellow blocks for an extended period of time at a rate where breaking them wasn't very feasible.
I can't disagree! I implemented a shuffle bag for spawning the blocks, but it didn't completely fix "droughts". Tuning the block percentages might have helped, but I think the trade-offs between the block types just don't quite work. Still, it's a bit more ambitious than the snake clone I made for last year, and as a second game it is definitely a game! Thanks for playing!







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