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This game was released a year ago and I only discovered it now ?!
Let's post a comment to push it into the spotlight !

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50/50s are doom

unless you use a cleansed block

This game is going to become a vice, and I love it.

I'll try to climb a little higher in the leaderboard.

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i dont understand how do you know were the mines are and how do you make lines and how do you get the flag thingy 

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each number indicates how many mines are adjacent to that number the flag is gotten by right clicking you place a flag where a mine is and left click if a mine isn't there you can only know for sure where a mine is by using the number you already have uncovered for instance if a 1 is only touching one covered block that block 100% has a mine on it but if it's touching 3 2 of those blocks don't have a mine on it.

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this is very cool indeed

You should fix double drop

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Good job man, thanks

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this is awesome

I will eat this with my "mouth"

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neat concept

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Congrats on being the second most popular minesweeper as of this post time!

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As someone who plays Minesweeper and VS Tetris, this game is way too addicting. Would love for there to be a vs version of this someday, but that's probably not very feasible.

Here's the best I've managed to do. Not exactly planning on gunning for leaderboard positions, but if I get another score I think is cool like 100 lines cleared I'll make a follow-up comment.

Finally catching up on the leaderboards! You are in 58th place, but made it up to 21st place on the Lines Cleared leaderboard!

Not planning to create a mobile app?

i would play the fuck out of that ngl

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Cool game, but can you switch your game to a different game engine, I know this may seem ridiculous, but there is a new policy change in Unity that has led to game developers and studios outright stopped using Unity as a game engine. (I'll leave more details in the replies if I can.)

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I am aware of the situation, but it will fortunately not affect the development of Tetrisweeper. Besides that, remaking the game in a new engine is unfeasible; a game engine can't simply be swapped out, it would mean starting development over almost entirely from scratch.

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I was grooving to the music so hard that I did my minesweeper logic wrong

(high-score is 23385)

(edit: and I'd like the feature where you can click on numbers to clear the ones around it if there is that number of mines around it)

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yeah thats called chord you can change the keybind in the settings so it works

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ok

also I recognise you from hept's discord

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Oh my god, this game is so awesome!

Thanks so much! You are in 75th place!

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This game is amazing. It feels like it was made just for me.

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I've been behind on this, but you made it onto the leaderboard!

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The game is so cool; but man, am I bad at it... 


I keep forgetting half of the game and then panic realizing I've fallen behind. Still, great work!

Finally catching up with the leaderboard! You are in 77th place!

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Still playing occasionaly: it's just so great

I'm glad to hear that! Our discord is pretty active if you wanna hang out there! This moves you up to 74th place 🫡

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Welp, that's the dev's (current) PB beaten

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my pb: 51736

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Nice! You're the 50th person to join the leaderboard! 🎉

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nice

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Best 2D game in years, I have so much joy playing this every single time

I'm glad you've enjoyed it! 😊

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suuuuper super fun!!!! i love minesweeper and while I havent played much of tetris, this really feels like it takes the best of both games and combines them into something unique and super enjoyable!!! my current record is 138,279 :D thanks so much for making such a cool game!! im sure im gonna find myself playing it often!!!

Thanks! :D
I added you to the Leaderboard! 😁

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44889 was my new highscore... This game is so difficult!!!

Nice! I added you to our Official Leaderboard!

(1 edit) (+1)

Thanks! didn't even know there was one, here is an image 

Yep! Feel free to post your new high scores on here again or Join our Discord if you want it updated! 😁

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Devilishly hard, I love it!

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This game is brilliant!

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This is absolutely amazing, thank you so much for making it. It's so good to see Minesweeper being reimagined like this, and I think this is a whole lot of fun!

Base gameplay is solid, all we need is variation within the gameplay loop.

(+2)

I would love to play, but for some reason the tetris controls aren't working for me, not even pause or anything (escape). Minesweeper controls work fine, so I'm not sure what's wrong.

Hmm... that is strange. You might find more luck trying out the standalone version, since WebGL can sometimes introduce weird artifacts like this in browser builds. I'll look in to seeing if this is something I can fix in the 1.7 update!

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Thank you! I'll try the stand alone :)

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I am having a similar issue and might be able to provide some more information:

I am running the game through wine (as I don't have windows) and the controls work fine (both minesweeper and tetris). That is, until I interact with some other window (e.g. alt+tabing to discord) From there on keyboard inputs no longer work.

I tried having wine emulate a virtual desktop in order to have the game as a window, rather than in full screen. There keyboard inputs do not work right away. My guess would be that there is some issue with losing focus.


One way to solve this (at least for me) would be to have a download for the web version, so one can run it locally in the browser, without an internet connection.

Hmm... interesting. If the problem is with the window losing focus, then I think I might be able to fix the problem. Either way, I can include a Linux build of future versions for compatibility.

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A Linux build would be great (:

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Simply amazing! :

Thanks! 😁

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i need to know what the music is

The track is called Twister Tetris, created by Poinl: https://opengameart.org/content/twister-tetris

(+1)

Gotta love floating floor.

(+2)

Please, please, please give us the option to change the tetris controls!

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That should be in the next update when I add the ability to save your data! 😁

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please also give the option to change the minesweeper control(for those players who are using the notebook(like me) without mouse(it's hard to doing flag))

I'll keep that in mind as I set up the rebind options!

(+2)

I would love to be able to turn off the screen shake, otherwise I'm obsessed

This is on my list of features for the future! It probably won't be in 1.6, but 1.7 or 1.8 is very possible.

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Another bug: The first time you hold a piece, you can hold two times in a row.

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I've been doing the strat that Henry mentioned where you guess a tile on the side then use the number to figure out all of the mines in a piece midair before placing it. It's surprisingly easy as long as you don't mess up lol. But, while I was doing this, I discovered a pretty annoying bug that would happen every time I would get a tetris. If you clear a line with a piece that has been hard dropped, you'll automatically hard drop the next piece. This means after I get a tetris, a piece will always be hard dropped in the middle of the board which is really annoying.

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Oh, that's nasty. I'll add that one to my todo list.

Yup. Called it. Someone just had to abuse the mino dragging strat. (More reasons to simply disable checking the currently falling mino instead of adding convoluted mechanics)

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There are cool Z and S spins that you can do with this custom wide kick rotation system. These Z/S spins are easy to setup and very useful.

Although, I would probably prefer SRS to this system. SRS is a lot more forgiving when pieces end up in a well and allows for cooler setups. And, if you're implementing SRS, you might as well add t-spins. Doing t-spin setups and other modern tetris stuff in tetrisweeper would be really cool.
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Oh nice, that's pretty cool! I'll have to look into setting up the proper SRS kick system & T-spins. The biggest problem is that it goes above my personal Tetris abilities, so it's gonna be difficult to test lmao

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Ah, if implementing it is the issue, use this as reference: https://tetris.wiki/Super_Rotation_System. Everything you need is under "Wall Kicks". The kick table gives you the locations to test for each piece and rotation. For instance, the kick tests you do in the current (not SRS) system are: (0, 0), (1, 0), (2, 0), (-1, 0), (-2, 0). This means that you check two spaces to the right then two spaces to the left. If you swap those 5 tests with the ones from the table, you'll have a working SRS implementation since you've already done all of the other stuff.

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for next update, can you add mute and pause functions? thanks :)

It's on my todo list!

(+2)

This game is actually really fun to play now, nice job o.o

(+2)

Been playing more and hopefully getting close to 20k...

  • Any reasonings for making edge mines stationary? Not having entire row move feels rather awkward to me and didn't really make recovery any easier
  • I need to know what rotation system/kick tables this uses before I actually hit 20k so I can take advantage of that
  • Hoping for shadow pieces since recovery from misdrops is still hard and I'd avoid that entirely (should have suggested this back in v1.0)
  • Might be a good time to think about other modes...Maybe 40L Sprint?
  • And still patiently waiting for sfx volume adjusts
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Hey, glad you've been enjoying it! 

  • Playable tiles on the edges of the play field was maybe one of my stranger design decisions for this game. There's a couple reasons for ending up with this:
    • The feature started as a request someone made to have safe display tiles on both sides, similar to the board's floor. This turned out to be extremely powerful, since you could just touch a piece to the walls as it was falling to reveal most of the tiles. So the new idea was to scatter a few mines on these tiles, so the ability was something you needed to "unlock" over the course of the run. In my infinite wisdom, I failed to realize that you could just randomly guess and reload the game until you get an easy space to 0-cascade (this was v1.1). So more mines were added to the edges (especially in the top half of the board) to quell this cheese method. This does sort of dampen it's usefulness as a catch-up mechanic, but sections of the wall can still give vital information after being solved the first time. So it's intended to be more of a minor "save my place" feature, rather than something to help if you fall behind. 
      • Now that I'm putting my original thouht process down to paper, it's got me brainstorming some ways to preserve and reinforce the orignal idea of "unlocking" safe spaces. Maybe all of the edge tiles could be shifted up by one each time you complete some objective? This could be clearing a certain number of rows, completing a tetrisweep, or maybe as a reward for quick play... 🤔
    • These edge tiles were introduced alongside the mine counter. Without a random number of mines scattered outside the playable area, it was trivially easy to see how many mines were in a new tetromino. This wasn't just a problem in the early game -- if your minesweeping kept pace with the tetris board, it could persist long into a run (at least until you get a few unlucky spawns that require a guess). Now you can still use this strategy in the current version, but the mental gymnastics required to remember the initial value and do subtraction on the fly makes it less powerful. 
    • I thought it looked cool. In fact, at one point I thought about making the entire background a playable game of minesweeper, but that seemed a bit overboard lol
  • The tetromino rotation itself should conform to the standard SRS (if you notice any deviation from that, please report it as a bug!). This uses a simple wall kick with a right bias, rather than "super wall kicks": It checks up to 2 spaces to the right, then up to 2 spaces to the left to find a suitable location, with no vertical translations. 
  • Ghost pieces are on my todo list, hopefully for the next update if I can find the time.
  • Additional game modes would be interesting; I'll have to think on some that would make good use of the concept.
  • I do need to do a proper overhaul on the SFX levels... but I've been putting it off because it's not as much fun as working on new features lol
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I think the entire OP edge problem can be avoided entirely by only counting the mines in already placed minos (and the edges if there will be any after this comment) only
Currently & theoretically any open edges can be abused to pinpoint mines in a falling mino if you can pay attention to the numbers since each mino has only like 4 spaces (In practice I only managed to abuse the edge 0's to open mino's 0's but imagine if someone with good attention comes by...)

I ended up going with an even weirder direction in the current update I'm working on; more info on that soon lol. Once I get around to impementing an options menu, I'll probably add a toggle to disable the edges all together.

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Hi, this game looks awesome, I wonder if it is fine for me to make my own Tetris + Minesweeper game with its own twists? It would be open-sourced.

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Of course! If I can inspire someone to make a game of their own, I'll call that a win! :D

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