Tetrario by mipelius
https://www.youtube.com/watch?v=tK_xVnUbbjs
A quite unusual tetris. Push tetrominos to find your way to the level exit. Blocks will break whenever they form a continuous stable row between two walls. Entry for Ludum Dare #41 compo.
Controls:
- Left / Right = Move
- Up = Jump
- Enter = Restart Level
- ESC = Quit
Tools:
Godot 3.0, GDScript, Gimp, Logic Pro X, Audacity
Credits:
Programming, graphics, music and soundfx by mipelius.
| Windows | https://mipelius.itch.io/tetrario |
| macOS | https://mipelius.itch.io/tetrario |
| Original URL | https://ldjam.com/events/ludum-dare/41/tetrario |
Ratings
| Given | 1🗳️ | 0🗨️ |
Started off very (maybe even too) easy but the last few levels actually had some difficulty in them. In part the difficulty was because of the clunky platforming controls. The jumping felt very inconsistent and costed me a bunch of restarts. The weird hitbox of the character and very quick acceleration made it sometimes very hard to precisely push the tetrominos.
Pushing mechanics had some weirdness in it too. Like how you couldn't normally push a block you were standing on but could do it while airborne.

Some easy visual changes would be a huge help too. Like flashing the made row few times before they disappear to make it more clear to the player what is going on. And playing back that character crushing move of a block. Currently you just jump immediately from crush detection state to retry without the actual crushing happening and it just made it look unclear on what even happened.

My biggest tip for you is, alternative controls. I think only a (loud) minority of players prefer to just with up key instead of having a separate jump button. I also am in understanding that most people prefer WASD instead of arrow keys so might as well slap them in as alternatives. If I'm not mistaken, the only alt key you had was for restart... what's the idea behind that? 🤔
Anyways, good job!
I agree on the most of the issues you mentioned. It took 20+ hours to get the tetris mechanics work properly, so I didn't have enough time for level design, player controller adjustments or visual effects. Yeah, maybe it wasn't a good idea to prevent player from pushing blocks while standing on them, even if it's 'realistic'. I literally didn't have any time to think about the input settings, but probably you're right, for example [space] for jumping would've been nice. I think that WASD is either for left-handed people or for situations, when right hand is needed for more important things, but of course it would've been easy to add it as an option.
Thanks for your deep analysis, I really appreciate it!
Controls seem to a topic that is always there in comment section of platformers. For example, these are some actual comments I've gotten on one of my games...
> "Let me use up to jump, as God intended."
> "No WASD no play. No one uses arrow keys anymore."