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A jam submission

BrickedView game page

Roguelike tetris
Submitted by Penguin Garden (@garden_peng) — 2 days, 23 hours before the deadline
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Comments

Submitted

tetris rpg is basically the greatest premise since sliced bread. Kind of reminds me of puzzle quest.  I think there's too big an info dump at the start and not enough gradual explanations but I did skip the tutorial so maybe it's on me. getting more lines at once feels like it should do more damage than 100 x amount of lines. played it a bunch after too, really like the larger pieces and map obstacles. no bugs found

Developer

Thanks for playing, glad you liked it! The tutorial isn't That boring, I promise. It's more of a short story mode. Going straight into endless mode can be pretty brutal, you got a very difficult enemy right from the start.

For now, getting more lines gives you more money and the extra damage is only after you pick certain skills. Hope you give it another try when it's a bit more polished

Submitted

I like it. But I'm not the best at tetris and the boss beat me... All the enemies were very easy though. The game mostly just needs a more unified art design and polish and you've got something going.

The tooltips flicker when first hovering over a character when choosing one.

I think you should be able to control the entire game with keys, now somethings need to be clicked like choosing a reward.

Needs a borderless fullscreen option. Also audio sliders.

Cannot resume game by pressing ESC again.

This looked odd, and couldn't buy it:

Some tooltips look off and cursor hides text:

Developer

Thanks for the feedback! It does need a lot of work on the visuals but I'm glad you like the gameplay.

I guess I'll need to find a new font, this is supposed to be "80" but the 8 looks like a 0

Submitted (3 edits)

very fun and approachable game 

i dont like how the screen shakes when you move a piece next to the wall - trying to move it into the wall, sure, but moving just next to it shouldnt do it 

i think it should be said at the start somewhere that you cant instant drop pieces intentionally, its an obvious tetris staple and just feels wrong to not do it, but knowing its locked to characters/skills is fine

the controls are bit all over the place - game proper is played with keyboard only, but selecting next level and previewing enemy abilities is mouse only - the fight start screen could just expand the enemy ability text boxes automatically, and selecting next room etc could all be done with the keyboard easily
or how the abilities menu is openable with L but you need the mouse to do things in it
or how the status menu is openable with O but you need the mouse to hover over things (those could also just say their text outright)

i have no idea what ? rooms do, i picked the top option in like 5 different ones and couldnt tell what happened
playing again i got the room with 3 options that you can all pick separately and did see i got a nuke out of one but didnt see the penalty - which apparently is considered an enemy ability, rather than something on me

i got the "triples do +50 damage" skill offered again after picking it once but it shows up as only a single one in the skills list

i also think that seeing all the items at once is overwhelming, i ended up using just nuke (with the skill that makes first item use free its very nice) and bombs, didnt really look hard into the others since those were enough really

the enemy variation is fun enough and im sure theres plenty of more things that they could do, though some are much easier than others
like magician being effectively "your pieces start a bit lower" - you just wait until you pass the red bar and then play s normal
the guy who rotates your pieces is probably the hardest - turning an L sideways just bricks (hehe) you completely, and theres no counterplay at all that i can see, since it feels like hes just doing it randomly
compare it to the boss who has a mana bar and you can see when hes going to spawn garbage (but then after a while he starts spawning the single green tiles randomly which has a similarly annoying effect with no counterplay)

still its very fun and id play the endless mode but it seems to end on the first floor


as for the ai portraits they are off-putting not so much for being ai but for each one of them being a different style
if it was something like the same anime girl but with a different hat on for each class it would be miles better than this imo

Developer

Thanks for the detailed feedback! You have a lot of good points so If I don't address everything it's because I agree with you and I'm already working on improving it.

I'll make it so it's playable with keyboard only soon. Some of the skills can stack but it's not really communicated right now as I'm not sure if they should stack or just not be offered. The one you picked does stack so you would be doing +100 if you pick it twice. ? rooms are bonus rooms, where you can find treasure, some of which comes at a cost. I'll make them explain exactly what happens after you pick something.

Some enemies are easier than others and there are some that tend to annoy players. I think there has to be some unpredictability to make it so you can't just blitz through the game without using any skills/items if you're really good at tetris but I'll see if I can make some of them a bit less annoying.

The endless mode is supposed to be actually endless, did it not spawn a boss room on the first floor? I don't think I've seen that happen before

Submitted

it spawned a boss which i dispatched of quickly, dont remember what happened next (probably nothing if i had to guess) and i found myself back at the floor

Developer

That's not supposed to happen. When you defeat a boss you move to the next floor. I'll look into it

Submitted

i really enjoy the concept, and could see myself chewing through a full release! a story mode or arcade mode of sorts would be a lot of fun. i think of something like puyo puyo sun's story/arcade mode(easy/medium/hard stories) and it would be a great fit for this. 


the number of items i can buy at the shop is a bit overwhelming, though. maybe you could unlock a few options at a time to allow people to onboard?

Developer

Thanks for playing, glad you enjoyed it! I have not seen that game but I'll look it up.

There are a lot of items but I think it could be a bit less overwhelming with better shop UI. If not I will introduce them more gradually.

Submitted

Some bosses were too hard for me, especially the one who randomly changes my pieces when I rotate them. Angle Angel was easy, despite being a rare boss (iirc).

I wish the tutorial didn't start with dialogue. I immediately skipped it and started playing blindly. Only after the guy who randomly transforms my pieces beat me did I go back to the tutorial and realize it wasn't actually boring.

I think starting with action right away (instead of the map) would be better. I know it's not easy to change, but maybe you could even completely embed the tutorial into the main game.

Bug (?): After finishing the tutorial, it sends me straight to the main menu. I used the sledgehammer and thought I'd killed the boss, but a second later I was back at the main menu.

A heads-up: Windows Defender flags it as "Trojan:Win32/Wacatac.B!ml". I looked it up, and others have reported it as a false positive. I don't know if there's anything you can do about it though.

Developer(+1)

Thanks for playing! 

The difficulty is a bit subjective, I've seen people really struggle with the angle guy even though I think it's really easy. I just need a lot of data to figure out how they feel for most people and balance them properly. 

I will probably do a short story mode in the future and make the tutorial a part of it. There is no ending screen so it just goes to the main menu right now. Not sure if I can do much about the Windows defender thing but I'll look into it.

Developer

New in this version:

Added a tutorial floor. I recommend you play that first to get a more curated experience.

Added custom controls (only for keyboard so far).

More UI and visual improvements.


Disclaimer: Most of the character portraits are AI generated. This is only temporary until I figure out how I want them to look like and I'll replace them as soon as I'm satisfied with my drawings. Just making it clear that there will be no AI in the finished game as that's a big minus for me (and for a lot of other people I'm sure).