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A fun platformer with a Tetris twist, gotta love creative ways to keep classics alive!
AAAAAAAH, LEVEL 7 AAAAAAAAH
Fuck, there has got to be a better way of doing that... I always hit the block to the side of me as well, and my path back up to the "surface" evaporates. It's frustrating as hell. Sorry I can't offer any ideas on how to fix it...
I can be better
I won't whine about lvl 7, that has been said before.
I would like to ask, why the tetris pieces aren't preset? It's not hard to arrange them, but sometimes i needed more than 5 tries before i could get the right pieces to complete a level.
Needs moar work. But it's a good idea.
Interesting but frustrating
This game had a lot of potential. A lot of people's frustrations obviously come from not knowing a few of the little tricks you can do while platforming (like the C shaped jump you can do while directly under a block with an open space above it), which allow you a lot more flexibility with placement of the tetris pieces. After discovering this I actually started having fun!
In the end though that fun was crushed by you going out of your way to make placing the tetris pieces a frustrating experience, if not the most frustrating experience possible. Placing the pieces is by far the most time consuming part of this game as a single error anywhere in the process sends you back to the very beginning. This isn't so bad early on but later, some of the longer puzzles have you placing a ton of pieces that must be played extremely precisely in order to complete the level. When combined with being handed pieces at random it makes getting through the later levels much more of an action/arcade style game than a puzzle type (and people who like puzzle games don't necessarily have quick coordinated fingers, you know).
You just go out of your way to make completing levels really hard and frustrating for no good reason. I'd really suggest dialing back the difficultly of placing pieces and allowing you to just restart the platforming bit rather than absolutely everything. Personally I'd even remove the random pieces and probable the automatic part of the falling as well.
If you make the above changes you could then also use nonrandom pieces to help introduce people to a few of the platforming tricks at different stages in the game and in general make the difficulty curve a lot smoother and much less jagged.
Press R genius
Quit on Lv7.
While the idea for this game was good, the problem in level 7 just killed it for me. If only you made it so that the blocks disappeared slower...
A retro-inspired 2D Action RPG set in the distant future (DEMO)
Travel the world on an epic shark lifting adventure!
What happens after the final boss is defeated?
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