Yeah, unfortunately I didn't have much time to iron out bugs or finish the main gameplay loop before the deadline. The initial idea was to have gacha game mechanics, where the party would have stats that affect damage. The lack of block sliding was a bug that I didn't catch until after the deadline, but the fix was literally just moving one line of code above another one lmao. Thanks for playing though, and I'm glad you liked the concept!
Zweistar
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So I actually deliberately didn't add instant drop, because the original tetris didn't have it. As for the dungeon portion, enemies are supposed to spawn continuously until you lose, but both spawning and the game over condition had bugs I didn't have time to iron out before the deadline. Thank you for playing though, and I'm glad you enjoyed the aesthetics.
I really like the visuals and the gameplay here, but I think it's a little difficult to play as intended. The rhythm mechanics are cool, but without any kind of indicator for the actual beat, it can be tough to get into the rhythm. I think this game has a ton of potential though, and could easily be made into a full release with just a little polishing and visual variety :)
I like the visuals, and the gameplay has a lot of promise, but it seems like performance is an issue. I don't know if that's just in the webgl version, but it was noticeable if I ever tried to move with even a medium number of droplets. Additionally, the droplet sound gets very loud if you move with a lot of droplets on you. Aside from those minor gripes though, it was a lot of fun, great work :)