Blockie by kamikaziuk
Blockie is a survival game about not being crushed. The game was created in around 8 hours as i didn't have anymore time on the sunday to work on ludum dare.
https://youtu.be/HN5Znb2RrK0
Controls: A = Left D = Right


Enjoy. Be sure to post your high scores in comments.
Ratings
| Overall | 143th | 3.741⭐ | 29🧑⚖️ |
| Fun | 167th | 3.593⭐ | 29🧑⚖️ |
| Innovation | 270th | 3.352⭐ | 29🧑⚖️ |
| Theme | 84th | 4.13⭐ | 29🧑⚖️ |
| Graphics | 236th | 3.574⭐ | 29🧑⚖️ |
| Audio | 31th | 3.833⭐ | 29🧑⚖️ |
| Mood | 172th | 3.36⭐ | 27🧑⚖️ |
| Given | 14🗳️ | 9🗨️ |
As a minor idea; I felt that it was more likely that blocks appear near you? (which is why moving is encouraged) If so, it might be good to give the player a visual indication, maybe..?
In any case, the game looks really good for 48 hours, and I really liked the music. Good job!
It seems as the blocks get placed randomly, i think there would have been more depth to the style of gameplay if they were added i a kind of pattern or according to some rules (for example adding a block to the place where the player stands). But overall very good game, and well polished!
Gave me a Lumines vibe.

Onto the actual meat of it. The idea of falling blocks filling a room is one I'm sure many people had, myself included. However, having the blocks rise up and removing the jump is a smart way of getting around a lot of the issues present with that idea.
In terms of polish I have mixed opinions. Having it suddenly start feels really awkward, a quick countdown might have helped. On the other hand, I like the visual effects for the blocks coming in and the background.
I do have a couple of issues with how information is presented to the player. Firstly, the blocks seem to come up randomly but with an inclination towards the player. I understand why this is important, to keep up flow and to make sure the game isn't completely unfair at times. However in practice it can be quite confusing and annoying, because it's a mechanic determined by the players actions which they don't completely understand. It raises questions such as "Are blocks spawning in a radius of me or right below me? Is it me or some other bias that's making towers form?" ect. Then there's the "move + survive = top score" which I missed at first because it's presented so subtly. This raises more questions, "Does moving back and forth rapidly increase my score? Do I need to move long distances for it to count?" All this is made stronger by the fact that the image up top shows a high score of ~8500 whilst I could only manage ~2500.
I have a couple of suggestions for how this could be helped. The most general point being that the rules need to be understandable by the player and more clearly explained; I think there needs to be a better balance of understandable generation and randomness. Assuming the gen algorithms are in a form that's understandable for a player, you could just explain this in text, though it's a very annoying and unclear method when overused so I wouldn't recommend walls of text. Another way to do this could be to have mechanics that clearly reward the player with score boosts. So for example, if moving back and forth does help the score go up, this could be presented to the player in a way that's easier to understand and see the effects from. Additionally, perhaps the area where the blocks spawn relative to the player (if that is a thing) could be represented visually.
So whilst some mechanics could be better presented, the game has a strong core along with some fairly strong visual polish.