- Add more celebration sfx (trumpets) for big chains, depending on chain reaction length
- One-player scoring is scaled by the initial difficulty selection
- No garbage blocks fall in easy mode
- Fixes crashing and correctness bugs (Thanks everyone for testing!)
- Outstanding issue: some match correctness issues for blocks sandwiched between garbage remain
- difficulty balance
- single player scoring and high score table
- additional juice
Picotris Attack is an implementation of the SNES classic competitive puzzle game.
How to play:
Clear blocks to prevent the stack from rising to the top.
Use button 2 to swap the tiles covered by the cursor. Tiles may be swapped with empty space for vertical movement. Use button 1 to manually raise the stack.
Matching at least 3 tiles of the same color (either horizontally or vertically) will clear the tiles. Matching more than 3 tiles at once -- or via chain reactions caused by falling tiles -- will send "garbage" blocks to your opponent's stack. (In 1-player, the blocks are instead sent to your garbage block score in the top-right corner of the screen.) Garbage blocks can only be broken by matching adjacent regular tiles.
Special "attack" tiles (gray with a !) are added to the rising stack at random. Matching 3 or more of these will send special garbage blocks which do not break along with adjacent standard garbage blocks. They may be cleared in the same way, though.
The 1-player game is fun and addictive but the 2-player game is where it really shines.
This was developed along with @stephan_gfx.
Thanks. This was made before the version of pico-8 which loosened the token counting rules -- so it was 8191 tokens following a lot of painful optimization.
Since that change, it looks there are now about 2300 tokens available. When I get a chance, I'll get some music and mascots in there.
It's amazing! I totally forgot about it but now i don't regret checking it again. It really feels closer to the original games than the first verisons!
(Note that the Easy difficulty is way too fast than the original game in terms of block swap/disparition, I wasn't ready for this :p)
Happy to hear that someone other than us got to try the multiplayer mode! Its our preferred way to play the game! (re: @baerius)
It also sounds like we might need to scale the difficulties a bit. Thanks for all the feedback! the pico8 community is the best :-).
hum. I don't really see what has changed. easy mode is still too much for me. most of the time I'm losing with the upper half filled with grey blocks, I feel cheated :( I don't know where they come from, am I playing wrong? what about the [!] in 1p? do they have any purpose ??
there's no point having difficulty settings if it's only about speed. maybe call that 'speed' or 'level' like in tetris? or you could remove the long blocks altogether in easy mode, that would certainly help (weren't they a 2p only feature in tetris attack?).
tbh I never really liked tetris attack, so take this with a grain of salt. otherwise I find it all very well polished.
edit: g_tick ended up nil
this is really nicely done and well polished! i especially like it as a multiplayer game.
i did notice some things that i thought could make it even better. these basically come down to taste, so do with them what you will. (for reference, most of my recent experience with this type of game is with pokémon puzzle challenge and animal crossing puzzle league.)
- i find the garbage clear speed to be too fast for easy or normal mode.
- i find the delay when holding down a direction to be too long, to the point i'd rather press repeatedly almost always. (i'm aware it uses the built-in btnp.)
- it's a little hard for me to predict when moving a block in the way of a falling block will cause a chain. sometimes it does, sometimes it doesn't.
- i find the cursor movement sound a little bit too strong.
good work! this is one of the games i'm keeping bookmarked so i can keep playing it, like with friends ^_^
Long time professional Panel de Pon player here.
I just want to reinstate what helado said about a few things
specifically the clear speeds on easy and normal being far too fast. It would be easy to get the timing correct watching youtube videos. The other important thing is the chains caused by moving blocks under falling blocks, it is very spotty, like he mentioned. It only seems to work like half of the time if even that.
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