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somewhat extented version: https://spacetruckergames.itch.io/fracture
- went other directions ;)
- digging mechanic
- down button: soft drop with soft lock
- up button: hard drop with hard lock
Work in progress!
I made the game quite forgiving, and I just realized it's still playable without even cycling the colors.
maybe I could ditch the cycling altogether? or make it a difficulty option? what do you think?
I LOOOVE this game!
My best is 30-1064 so far!
Some observations from me, I know this is WIP and probably you thought of all these already, so feel free to ignore:
- The only thing I don't like is that the new tile starts at the X position of the last one I landed.
- The different grey tiles can be confused
- Maybe add a little more leniency time between a tile hitting "ground" and our ability to move it
- Progressive speed as you go deep might also be nice but also change the game a lot.
Anyway, really looking forward to see what this ends up being! Great game so far.
This is pretty cool! I got 11 - 288 on my first go.
With cycling the colors, do you mean the player's ability to control the order of colors on the block that's falling down? I think if that were to be removed, the loss of control would add some frustration for me, because you might get the right colors for a good match, but they wouldn't be in order due to chance. I also get the feeling that deciding which order to use is an interesting choice to make in the context of the game, because you might have multiple good options to choose from and you need to weigh that with where you want to put the block.
Thanks! great feedback! I'll add a locking delay in the next update.
Here are the colors:
Yes, that's what I'm saying. It simplifies the mechanic and is still quite playable at the start (with 4 colors) but it gets hard faster. for now I think I'll keep that for "difficulty:hard". thanks!
Excellent game, UB. Is it your own scheme or are you demaking it? It's a really engaging alternative to Tetris, I must say.
Have you considered an option where perhaps some of the drops are horizontal, or different lengths? A 4x1/1x4 could be boon or bust, depending on the circumstances, while a 1x1 or 2x1/1x2 might not be a challenge but it might be a nice little bit of variation, breaking up the monotony a little and giving you a livesaving chance to correct a terrible mistake made 2 minutes ago.
Regardless, nice work. :)
basically it's (falling pieces froms columns) + (connection scheme from puyo puyo) + (strong glue). I came up with this many years ago and haven't seen it anywhere else yet, so I guess I can call it my own.
I have some ideas for powerups, like bombs (3x3 or full line), a disruptor that severs all links, a color zapper. I think a 1x1 tile could fit nicely as the most common one. I have yet to decide how you get and use them though.
Oh, the way you're dropping AND rotating though is a different game though. That is COLUMNS and diagonal is a normal match in there.
Puyo Puyo plays where 2 pieces are dropped at a time and the rotation occurs Up, Down, Left, and Right - around the initial piece - and 4-pieces must match by connecting to each other in any form or fashion but NOT - diagonally.
Totally different strategy.
Let me fire up the WAYBACK machine here.
If you notice, the pieces 'connect' to each other. There's no way to connect them by corners in any logical way for diagonals and still make visual sense.
That's not to say it can't be done, but OG Puyo did side by side. The arrangement of the pieces doesn't make 'columns' it's how the pieces interact along with the arrangement of the pieces you get as they fly down.
This is literally crossing columns pieces/rotation with puyo removal mechanics.
And again, with diagonals, considering that pieces stay permenantly fused after being destroyed, I'm not sure how this would ever make sense gameplay wise.
It would be even more difficult than it already is with the cramped game space (especially in fracture mode where the game is constantly removing space for you to navigate and setup 4 of a kind by pushing the screen up).
Someone made columns in pico8, just play that instead of wishing the old school puyo mechanics weren't the old school puyo mechanics. It seems rather to me like missing the point in a way that's similar to asking 'why can't mario fly without a leaf in mario 3?' because then it's a different game and the level dynamics are just gone.
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