Excavatris Inc. by Neon Glass

Description
Tetris with a pre-filled bottomless pit and gimmicks!
Instructions
- Clear the pit of the lines to get deeper.
- Charge abilities by clearing lines.
- See how far you can get!
Controls
- Left/Right: Move Tetrimino around.
- Up: Rotate Tetrimino clockwise.
- Down: Drop Tetrimino faster.
- Space: Instantly drop Tetrimino.
- Shift: Hold Tetrimino.
- RCtrl: Rotate Tetrimino counterclockwise.
- Q/E: Move the Ability Pointer.
- 1: Explosive Missile. Takes 2 lines to charge.
- 2: Laserbeam, clearing 3 columns to the bottom. Takes 10 lines to charge.
- 3: Earthquake, dropping everything to the bottom of the screen. Takes 25 lines to charge.
- P/Esc: Pause.
Credits
Neon Glass Team:
@yerkwell
@dragonayzer
Music by Aleks SHAGI
Known Bugs
- WebGL version may randomly crash after the Game Over cutscene
- OST for depth 151+ isn't starting properly
| Link | https://neon-glass.itch.io/excavatris-inc |
| Link | https://neon-glass.itch.io/excavatris-inc |
| Original URL | https://ldjam.com/events/ludum-dare/48/excavatris-inc |
Ratings
| Overall | 452th | 3.8⭐ | 37🧑⚖️ |
| Fun | 174th | 3.971⭐ | 37🧑⚖️ |
| Innovation | 712th | 3.386⭐ | 37🧑⚖️ |
| Theme | 746th | 3.771⭐ | 37🧑⚖️ |
| Graphics | 1057th | 3.557⭐ | 37🧑⚖️ |
| Audio | 219th | 3.955⭐ | 35🧑⚖️ |
| Humor | 1279th | 2.196⭐ | 25🧑⚖️ |
| Mood | 978th | 3.452⭐ | 33🧑⚖️ |
| Given | 16🗳️ | 21🗨️ |
P.S. One day I'll reach the bottom! (what's there?..)
We have a really relaxed music, totally not annoying, the sounds are also matching.
The graphics are decent.
Controls feel a bit overwhelming in the first few minutes, but as soon as you understand the purpose of the weapons and how to aim, that is not a problem.
You can find the timestamp of when your game was played here: https://tinyurl.com/LDJAM48-ursa
The graphics are great and so are the sounds. That's some amazing work you did in only 48 hours.
It's kind of... addictive.

The music is relaxing and the sounds are very satisfying.
Great job
The changing music is a nice touch, made me want to keep on playing to reach the next one. The one I got from level 51 to 80 sounded like a variation on the Mission: Impossible theme, and was very good.
For anyone wondering, the known record depth is 154 (my PB, hehe). I'd be really happy if anyone could get the crown from me, though!

@jeanbon We've used the default Tetris' Random Generator - bag with the whole set of different pieces, pulled in random order, before taking the next bag.
@slowfrog-again That's exactly what I said to our composer when I heard it for the first time! There is a total of 7 themes, with the last starting at depth 151!
Thank you so much for bringing this by my stream. Here's a link to the VOD:
https://www.twitch.tv/videos/1004703239?t=2h40m20s
I really like the re-framing of the score system here, clearing the board being the focus rather than creating Tetris, T-spins, or combos. That subtle change really helped give the game a new spin to the old formula. That's really cool.
Aside from the 3-power-up, I didn't really take many of the power-ups' advantages. I feel like the controls and implementation of power-ups, while necessary to the game given its procedural nature, needs a little more polish. I would have also appreciated some explanation on certain elements how they behave, and what to do with them (e.g. mines, moving blocks, what blocks fall vs what doesn't when line is made, etc.)
https://youtu.be/O7jRN1j3y2A?t=5784
I saw this game on @omiya-games stream yesterday and seeing how it was based off actual Tetris, being a Tetris-aficionado myself, I knew I had to give it a shot as soon as possible! Starting things off the bat, I have to say that this is a really fun take on Tetris thanks to the use of some new smaller but very well thought out mechanics. The bombs and the moving blocks helped give this game a very unique and fun take on the Tetris formula. Like most people in the comments, those small additions really motivated me to keep playing for a good while! The clear graphics and the very fitting music, especially how the track changes every N-depth also keep it very fresh as it went along. :blush:
There's a few homestead quality-of-life things from the standard Tetris that I felt would have been really welcome. Being able to hold pieces and swap them was really nice, however, the thing I missed the most was the ghost piece that appears in most modern Tetris titles. Being able to see where a piece is predicted to land on with a hard-drop would have been-nice, and early on I was having a few issues placing a few pieces due to the lack of a grid or a ghost like that.
As a minor nit-pick from playing so much Tetris normally, I would have also looked a bit at the controls of some of the existing Tetris games on PC, such as the [online version](https://tetris.com/play-tetris), [jstris](https://jstris.jezevec10.com/) and [Puyo Puyo Tetris](https://store.steampowered.com/app/546050/Puyo_PuyoTetris/), which use Z/X for rotation and C for hold and that layout would have definitely been welcome here! Though again, these are just a nit-pick from me playing the original game fairly frequently! :sweat_smile: Speaking of nit-picks, the game over glitch mentioned for web happened to me in the Windows version, and there's was the occasional fake block that stayed on screen. They were no biggie though!
The power-ups were a great addition in my opinion! The earthquake one was a god-send starting in 100+ depth. The first and second power-ups were also great at removing mistakes early on, but with the speed increasing in the later-game, it became harder to have actual breathing room to use them. I feel a small SFX or a clearer indicator when a power-up can be used would have been fantastic! Same thing with the deployment arrow. It felt slightly misplaced to use it with the Q/E keys. Maybe have it target where your current piece is about to land?
Overall this is a really fun game, and I was trying my best to head for a high-score. Unfortunately I don't think I'll be able to pull it off just yet using the tiny laptop keys I'm on right now. I got extremely close at 132 though, so once I get back to my regular location with my proper keyboard I will be sure to be back here to take the crown off your hands, @dragonayzer! Look out to it! :whale:
My job here is done, @dragonayzer (and CC @omiya-games just because). :trophy: The music for reaching Depth 151+ didn't even play to me, so I had the last 10 levels in silence. :stuck_out_tongue:
https://www.twitch.tv/videos/1012941526
Unfortunately I am simply not very good at Tetris. My first game took maybe 15 minutes and I lost with the laughable score of... 1. My second game I've been playing for maybe 45 minutes and I've gotten to around depth 40. It seems like, at least with my skill level, the time it actually takes to get further down is just a bit too much. The game ends up being really slow-paced, which clashes with the sense I get from the presentation of the game that it should be more fast-paced.
I did find that as I learned to use the new abilities I was able to get farther faster. I think that the abilities are a really useful addition to the game, as they do help give it that sense of destruction and speed that might be expected from a digging game.
I do find that the way the abilities work is a little annoying--if you don't use them right away then all the lines you clear are wasted in terms of charging up abilities. Ultimately I think this is fine, as they would be way too powerful if you could, say, bank up a bunch of the explosion ability by clearing a bunch of lines, but it does feel a little bad.
I think that problem in particular could really be mitigated just by adding more juice to the ability UI. If the abilities really popped out when they were ready, so that, for example, I could use the earthquake without ever wasting any lines charging it, I think that would be better. At it stands it actually took me a long time to realize that the UI included a charging bar for each ability and that lines cleared while an ability is charged don't contribute to it.
Ultimately I think this game is still pretty incredible. Now that I understand it as a slow-paced game (at least how I play it), I think it is a pretty nice game. If I had a couple of hours to spend playing Tetris it would be a very good way to do that.