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Cart [#37638#] | Copy | Code | 2017-02-20 | Link
11

1.03 changes block switching behavior so that switching from an active but ill-fitting block will stow the intersecting blocks beneath instead of the active block.

Cart [#37573#] | Copy | Code | 2017-02-18 | Link
11

1.02 update offers modest difficulty relief via visual indication of enclosed spaces which aren't sized to fit blocks.

Cart [#37387#] | Copy | Code | 2017-02-12 | Link
11

PENTOMINO is a tile fitting game featuring a handful of easy-to-moderate puzzles followed by hundreds of nearly impossible ones.

Move, rotate and flip blocks to fill the board. Follow the in-game tutorial for interface details.

With 512 puzzles total, there are years of frustration to be had. If you get stuck on a level, try another.

Made in collaboration with @stephan_gfx

(Renamed from PICOMINO as we didn't notice an existing game of that that title)

puzzle
P#37353 2017-02-11 21:11

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Cart [#38005#] | Copy | Code | 2017-03-03 | Link
20

1.03 Updated label image.

Guide the sparks to the flag. Avoid the enemy blobs. Rotate the maze to escape.

Cart [#37837#] | Copy | Code | 2017-02-25 | Link
20

1.02 changes

  • Wallflower becomes Maze Burger for whimsy and visual clarity
  • Directional indicator when adjacent maze cell can be rotated
  • Persistent high score

Cart [#32047#] | Copy | Code | 2016-10-29 | Link
20

Cart [#31494#] | Copy | Code | 2016-10-22 | Link
20

Z or X to rotate the active cell.

1.01 changes:

  • changes scoring to be 100-based instead of 10-based. Feels more authentic that way
  • fixes a bug which could occasionally allow a bee to escape the maze
  • resets enemy spawn time when losing a life to provide a bit more of a break
arcade maze burger
P#31495 2016-10-22 20:28

42

Cart [#37969#] | Copy | Code | 2017-03-01 | Link
42

v1.02 notes:

  • 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

Cart [#37123#] | Copy | Code | 2017-02-04 | Link
42

v1.01 notes:

  • difficulty balance
  • single player scoring and high score table
  • additional juice

Feedback appreciated.

Cart [#17970#] | Copy | Code | 2015-12-21 | Link
42

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.

P#17971 2015-12-21 15:39


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