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.
1.02 update offers modest difficulty relief via visual indication of enclosed spaces which aren't sized to fit blocks.
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)
1.03 Updated label image.
Guide the sparks to the flag. Avoid the enemy blobs. Rotate the maze to escape.
- Wallflower becomes Maze Burger for whimsy and visual clarity
- Directional indicator when adjacent maze cell can be rotated
- Persistent high score
Z or X to rotate the active cell.
- 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
- 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.