The puzzles don't play fair, and neither should you.

Controls (keyboard or gamepad):

  • Left, Right: Move falling blocks.
  • Down: Quick drop
  • Up: Instant drop
  • Z/gamepad B: Rotate blocks clockwise
  • X/Gamepad A: Rotate blocks counterclockwise.
  • A/Gamepad X: Use red power (targeted clear)
  • S/Gamepad Y: Use blue power (swap current and next blocks)
  • D, gamepad shoulder buttons: Use green power (clear bottom side blocks)
  • Esc/Gamepad Start: Pause (you can subsequently exit with Enter/Gamepad Select)

Bonuses:

Three types of bonuses can be earned in order to charge your power meters:

  • Combo: Clear more than 3 blocks in a single clear to earn a Combo and charge your red meter.
  • Sequence: Perform clears with consecutive drops in order to earn a Sequence and charge your blue meter.
  • Chain: Have a clear cause blocks to cascade down into additional clears to earn a chain and charge your green meter.

Player powers:

You have three power meters (red, blue, green). When a meter fills up, you can use the corresponding power to help yourself on board. (Some powers can stock up more than  one use.)

  • Red meter: Targeted attack - Position your attack, then clear a group of blocks.
  • Blue meter: Tactical swap - Exchange your current blocks for the next blocks to come. Plan your moves.
  • Green meter: Sneaky topple - Clear the bottom sidemost blocks to free up some space and possibly unleash extra clears.

The full game will allow the player to earn and select different powers for each meter.

Gimmicks:

  • Random Block Drops:
    • Every few clears, random blocks are introduced to your field as an obstacle.
    • Try playing with the frequency and amount of blocks for different challenges.
  • Lights Out:
    • It's hard to see, but you've got bright blocks to help you.
    • Balance the need to clear bright blocks and the need to keep a good view of the field, or rely on your memory.
  • Balancing act:
    • The board is perched precariously, and leans to one side or the other depending on the position of blocks.
    • Blocks further out to the side have a bigger impact on the balance.
    • Don't place a block while the board is leaning beyond the limit, or you'll topple your field!
    These gimmicks are intended as a sample of potential gimmicks to be introduced in the full game.

Known issues and bugs:

  • The aesthetics are basic, and simply intended to allow the prototype to be tried out.
  • With the 'balancing act' gimmick active,determining failure when the player places a block is a bit odd and can leave the player in a lame duck situation. It may be better to have the player lose after spending too long outside of the limit zone.
  • Bonus displays tend to overlap.

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