Hi skymanvn! I really enjoy these block falling games and seeing one with a roguelike twist was really fun!
Started in the tutorial, just a couple of little notes
- The first move you are getting the player to do is drop a 2 piece item into a 1 piece slot, but don't tutoralize the rotation so it felt to me like I was doing something wrong and had to exit out of the game screen to see the controls because intuitively I wanted to press R for rotate, which pulled me out of the experience (specifically on your main menu screen controls: players unfortunately don't read a lot of the time and I am totally guilty of this)
- Your tutorial has a lot of text after the 1st move, so much so that I forgot half of what it was saying, you may want to split things up a little bit because there is A LOT of information to take in with the math equations
- Unfortunately I came out of the tutorial really not understanding the game outside of fill things horizontally to attack, fill things vertically to defend, how things were calculated was totally lost on me
For the game itself
- The items not falling after being cleared really threw me off, but that's probably more of a me problem then the game itself so take this point with a grain of salt
- With everything that was going on I started to totally ignore the values on the blocks themselves and just started to place things down to create lines vs actually thinking about what was going in those lines. I'm not sure how you would reduce cognitive load on a new player around this, but it is a lot
- And sort of playing on these 2 above points I really just found myself reacting defensively to what was falling down sorta like "Ah! I just need this to go somewhere, wherever so I can clear out at least something so my board isn't totally scuffed"
I know I've been a little negative and I'm sorry, but I really do think that this is such a fun and interesting idea and the block falling section plays super well and smoothly and I had 0 issues with it at all. I just feel like there's either a couple of things that could be simplified OR some more gradual onboarding into the complexity is needed (Slay the Spire's slow mechanic introduction by not giving you all of more complex the cards until you level up a bit by playing the game is a good example of what I am talking about here). I hope you continue on with development would love to see what it becomes when you are done!





Leave a comment
Log in with itch.io to leave a comment.