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(+2)

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

(+2)

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

(+2)

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.

(+1)

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

(+1)

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.

(+1)

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)

(+1)

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.
(+1)

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

(3 edits) (+1)

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.

(+1)

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
(+1)

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
(+1)

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.

(3 edits)

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.

(+1)

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

(+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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