Hey, I tried to leave a comment reply on Retromation's video, but Youtube seems to have shadowbanned it (I can't see it from another browser). So here's what it was (and what about it would be an issue, I have no idea):
I think for some abilities (like reroll piece), having 2-3 charges could help a lot, so things can be used when they're useful, with less pressure to use it to get it on cooldown so it can be cooling down. If you have a charge, but one is cooling down, you can safely save it and use it when it fits the situation, rather than feeling like you're wasting potential.
Also if you haven't (maybe you have?), check SNES's "Tetris Battle Gaiden", maybe some ideas or inspiration for more abilities in there.
(I might also say you could only get 1 charge at a time, not get a full stack from one good move, but not sure about it, just an idea. As in, you have 0 charges, it at most fills up the one and doesn't give progress on the next, mostly to preserve any current balancing, but also because it kind of undoes the intended effect of having less pressure (if you can get multiple at once), making it so you'd want to use everything up so you get all your potential charging if you get a good move in. I think I talked myself into liking that idea more, lol.)
Hey! I was actually thinking about allowing extra spell charges by developing a special skill later in the game or something like that, I think it's a good idea overall :). This game will be in a development for a long time yet, so there's plenty of room to explore possibilities.
Thanks for the recommendation to take a look at Tetris Gaiden Battle, I will definitely check it out!
I love this game! It's so thoughtful. The mechanic to minimize grinding; the generated maps; the opponents that move around; the interesting spins on hostile Tetris. There are just layers of complexity that were fun to discover. I would like to see my opponent's HP go down as I attack them, but other than that. I suppose you could improve the controls tutorial? But I am not sure how to explain how to improve it, so maybe consult someone for advice. It would also be interesting to make it harder to use the ship, to make it special. I really like the art, too. It might be too much trouble to clean up the line-art, which is a silly aesthetic thing when your character design is so cool. And the movement! The constant movement really makes the map come alive. Maybe play with the palette? Something cohesive and eye-catching? I think you'll be fine on the colorblind front, but it doesn't hurt to check.
It's such a solid start. I can't wait to see where you go with this.
First of all, thank you for playing and leaving feedback! I'm so happy that you liked it! :)
Good points you have there, let me reply to them:
Controls tutorial - you're absolutely right, I was thinking about doing special tutorial section where you could learn through gameplay, but it consumes time and effort and I couldn't wait forever with releasing this early demo, so I've chosen to make only an in-game compendium and text signs in battle. Definitely will do that later!
I'll note your point about the ship, it's interesting. However, I need to think more about if implementing it will fit nicely with what I want to add to King of Deadlands later. Maybe, maybe... :)
Regarding art - I'm really happy you like the effect of my efforts! The graphics are to be reworked in the near future, I will focus on that first. The thing with many of them is similar to control tutorial - I had to make them in fairly short amount of time. First things to change are Lesser Artifacts, units and "dead" parts of a map (which are just greyed out places now).
Thank you very much for such a constructive comment, I hope you will play it again sometime!
← Return to game
Comments
Log in with itch.io to leave a comment.
Disciples clone? :)
This game is really fun, but I think the tutorial is broken. I want to know what things do, but I'll have to figure it out on my own for now I guess
Oh, you're absolutely right, tutorial was broken due to recent changes, I completely missed it! Working version has been uploaded already.
Sorry for the inconvenience and thanks for letting me know about that bug! :)
Hey, I tried to leave a comment reply on Retromation's video, but Youtube seems to have shadowbanned it (I can't see it from another browser). So here's what it was (and what about it would be an issue, I have no idea):
I think for some abilities (like reroll piece), having 2-3 charges could help a lot, so things can be used when they're useful, with less pressure to use it to get it on cooldown so it can be cooling down. If you have a charge, but one is cooling down, you can safely save it and use it when it fits the situation, rather than feeling like you're wasting potential.
Also if you haven't (maybe you have?), check SNES's "Tetris Battle Gaiden", maybe some ideas or inspiration for more abilities in there.
(I might also say you could only get 1 charge at a time, not get a full stack from one good move, but not sure about it, just an idea. As in, you have 0 charges, it at most fills up the one and doesn't give progress on the next, mostly to preserve any current balancing, but also because it kind of undoes the intended effect of having less pressure (if you can get multiple at once), making it so you'd want to use everything up so you get all your potential charging if you get a good move in. I think I talked myself into liking that idea more, lol.)
Hey! I was actually thinking about allowing extra spell charges by developing a special skill later in the game or something like that, I think it's a good idea overall :). This game will be in a development for a long time yet, so there's plenty of room to explore possibilities.
Thanks for the recommendation to take a look at Tetris Gaiden Battle, I will definitely check it out!
I love this game! It's so thoughtful. The mechanic to minimize grinding; the generated maps; the opponents that move around; the interesting spins on hostile Tetris. There are just layers of complexity that were fun to discover. I would like to see my opponent's HP go down as I attack them, but other than that. I suppose you could improve the controls tutorial? But I am not sure how to explain how to improve it, so maybe consult someone for advice. It would also be interesting to make it harder to use the ship, to make it special.
I really like the art, too. It might be too much trouble to clean up the line-art, which is a silly aesthetic thing when your character design is so cool. And the movement! The constant movement really makes the map come alive. Maybe play with the palette? Something cohesive and eye-catching? I think you'll be fine on the colorblind front, but it doesn't hurt to check.
It's such a solid start. I can't wait to see where you go with this.
First of all, thank you for playing and leaving feedback! I'm so happy that you liked it! :)
Good points you have there, let me reply to them:
Controls tutorial - you're absolutely right, I was thinking about doing special tutorial section where you could learn through gameplay, but it consumes time and effort and I couldn't wait forever with releasing this early demo, so I've chosen to make only an in-game compendium and text signs in battle. Definitely will do that later!
I'll note your point about the ship, it's interesting. However, I need to think more about if implementing it will fit nicely with what I want to add to King of Deadlands later. Maybe, maybe... :)
Regarding art - I'm really happy you like the effect of my efforts! The graphics are to be reworked in the near future, I will focus on that first. The thing with many of them is similar to control tutorial - I had to make them in fairly short amount of time. First things to change are Lesser Artifacts, units and "dead" parts of a map (which are just greyed out places now).
Thank you very much for such a constructive comment, I hope you will play it again sometime!