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(+2)

Hey, just making a comment for more feedback. I'm glad to see other people posting their feedback as well, but here's mine:

  • Sound is still pretty loud, clearing many lines or clicking a mine is a jumpscare (as well as the loudest part in the music).
  • If you clear a line, and a piece is in mid-air, the center of rotation of the mid-air piece will not be normal. I think this particular bug is not described in ASugraCube's list.
  • Soft dropping and hard dropping are awkward incentives, there's pretty much no incentive to do that at a certain point. Not sure the game eventually speeds up way more - although it definitely feels like the game is 'faster' when you're under pressure on the tetris side.
  • The real thing is, IMO: if you ever have a need to check the Minesweeper part of the board (which is basically every time, besides the time you take to orient any incoming block or if you are stuck on the Minesweeper side), you should probably do that. So incentives to speed up dropping aren't high and I wonder if it would be cool to have bonuses for dropping that impact the board instead of just points.
  • Also a key indicator for which button to hit onscreen to hold would be nice.

Really nice to see the game being updated btw!

(+1)

You're a genius! I've been trying to diagnose what was causing the remaining rotation bug, but I haven't been able to replicate it reliably until now. I'll get a patch for that out soon!

I largely agree with you about the soft and hard drops, though only awarding points is a direct carry over from Tetris. Bonus incentives on the board for fast play is a good idea... I'll have to think on how something like that could be implemented. I'm open to ideas!

The game doesn't actually speed up as you play, though that is on my list of potential features! My only worry is that, once you get to mid-to-late-game Tetris speeds, everything will be moving way too fast to reasonably keep up. Maybe that would be best suited for an optional challenge mode.

(1 edit) (+1)

It was my second bullet point. When I said "clear a line via minesweeper", I meant "clear a line while the piece is midair". But, I see how my wording wasn't very clear.

(+2)

The death sound is literally a fnaf jumpscare omg that scared me to death

(1 edit) (+1)

This is a really cool tetris clone and I'm glad I found it. But, there are some issues that hurt the playability mostly due to how pieces interact with the board before they're placed. This is insanely good for a game jam game, though.

  • If a part of the wall is solved (either because you guessed or got super lucky), then you can find all the mines in a piece before you place it completely removing the minesweeper aspect (until you clear enough lines).
  • If you clear a line via minesweeper then hold, the held piece will be off center. This looks buggy and messes up the rotation matrix when you use the piece later.
  • If you clear a line with a piece mid-air while its falling an hold, the remaining part of the piece will be held. This allows you to get 2 block pieces and that sorta thing. This is a fun bug to mess around with so it might not be that bad, but I just think it's silly that it's a thing.
  • If you clear lines with a piece in mid air similar to above except there is nothing left of the piece (instead of only a portion of the piece remaining), then the game will softlock since the piece never registers as landed and the next piece doesn't appear. (but you can still get infinite points with softdrop)
(1 edit)

Hey, thanks for the feedback! I noticed the bug that lets you clear a line in midair shortly after uploading the update, but I didn't catch that it could cause a softlock! I'll work on patching these out, hopefully by the end of the week.

The first point about solving mid-air tetrominoes is actually intended behavior, as many people were finding it impossible to catch up when their tetris stack outpaced their solved area. I may need to increase the spawn rate of mines on the edges to nerf this a bit, since it's currently very common to get large 0-cascade areas on the sides.

(+2)

Totally needs score counter. And at some point the blocks starts to reveal themself before they are locked in place which looks weird.

Cool concept!

(1 edit) (+1)

This could be a big hit but probably after making some major improvements (seems to be proof of concept atm)

  • Really needs DAS (Delayed Auto Shift; Hold L/R move to keep moving in one direction after a set delay)
  • Edges also need opened spaces w/ numbers (otherwise misdrops are barely recoverable)
  • Needs some reward for fast stacking
  • Along with all suggestions so far (Chording, Score, Volume Adjust, Next Piece Preview)

Hey, thanks for the feedback! Your list of suggestions basically became my todo list of features for v1.1 haha. (I'm apparently blind and missed the chording suggestion, so that'll be pushed off to v1.2)

  • Needs a score counter.
  • Should have a mute button.
  • Would be awesome if it had a next piece preview.

Lasted 18:30 minutes. As a minesweeper and tetris (kinda?) pro, this was easy until I made a hole. That was when I panicked.

managed to break the game

if you try to make a tetris and you solve the line piece as it's falling down, if nothing remains of it as it clears lines, you softlock

(+1)

:)
(+2)

it's super fun but can you put a volume slider please because it's murdering my ears

mine jumpscare

(1 edit) (+1)

This is awesome.  I would like some kind of score counter though. Like Lines Cleared & timer, also end screen with em when you lose.

(+1)

as someone who enjoys both minesweeper and tetris, this is a ridiculously unique take on both, i love this.

(+1)

Amazing, would be awesome to port it to other systems, or be able to chord (right and left click nearby flagged mine and clear)

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