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A fun platformer with a Tetris twist, gotta love creative ways to keep classics alive!
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...
great idea, sub-par execution.
i like the idea. it's fresh and rather original, however, the problem is the element of randomness. sometimes you get a set of pieces that just don't make any sense and are impossible to complete the level with.
the one thing a puzzle game should never have is the element of random chance. there's something to be said for problem solving and thinking on your feet, but adding chance into a puzzle/platformer, at least in this instance, hurts more than it helps.
give us set pieces for each level, or maybe a number of them, but make them all possible to solve the level with.
Neat idea, just not well done.
I can see where you are going with this, and for that, I really like it. But, as others pointed out, the randomization of the available pieces made this less of the puzzle-platformer that you were aiming for and more of an exercise of luck. Also, because of the random pieces, the walkthrough is pretty much worthless.
On a more minor note, the text in the game could be bigger, and the fact that you included a restart key (that's the "R" key, to anyone reading), but never told the player about that in the game from the onset just came off as ridiculous to me.
The sequel to "Outpost:Haven"
Hunt The Candy!!!
A thrilling rush through cyberspace!
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