{"author_link":"\/users\/squiggelsquirrel","author_name":"SquiggelSquirrel","author_uid":1378758,"comments":[{"id":992647,"author_name":"Ackbad","author_uid":"ackbad","epoch":1696306442,"text":"It's a neat concept, but picking up objects felt unreliable. There was a but where you could jump up into the bottom of a block that is resting in place and get squished, and the fact that your jump is low enough that you can get stuck in a hole defeats the purpose of the puzzle. In a game like this you shouldn't need to re-start because you missed a jump.","format":"md","likes":1,"spam":"N"},{"id":995483,"author_name":"5Mixer","author_uid":"5mixer","epoch":1696331492,"text":"I like the idea, but as Ackbad said, moving pieces could be a bit troublesome. I mostly walked backwards because it's difficult (but not always impossible) to walk in the direction you're holding the piece. Rotating often didn't feel useful, and I got stuck a few times (down the hole but also with no pieces seemingly able to be picked up).\n\nAs I said, I like the concept though, with a slightly smoother UX it would be quite interesting. Great job for a compo game :smile: ","format":"md","likes":1,"spam":"N"},{"id":995558,"author_name":"godsboss","author_uid":"godsboss","epoch":1696332042,"text":"It's very easy to get stuck. I did not know how to escape this:\n![tetroniformer_stuck.png](\/\/\/raw\/760\/1\/z\/5f300.png)\n\nI also fell into a hole without being able to escape.","format":"md","likes":1,"spam":"N"},{"id":999727,"author_name":"SquiggelSquirrel","author_uid":"squiggelsquirrel","epoch":1696359298,"text":"Thanks for the feedback everyone!\n\n@ackbad Yes, getting the pickup to work at all was tricky, and with more time I would aim to improve it. I was thinking that better visual feedback on the targetting would be a start.\n\nGetting crushed by a resting block sounds like a bug, though thinking on it the blocks only determine if they are \"resting\" by attempting to move into a space and being unable to do so, if you happened to be jumping against the bottom when the drop timeout hits, I can see that happening. I guess ideally the block should check whether they are in a resting position after each successful drop instead.\n\nI appreciate that missing a jump and having to restart would be frustrating, but I also wanted to include being unable to jump over a wall, and needing to use blocks to make steps. So I'm not sure how to fix that. Maybe shorter levels with a more convenient restart, or a respawn waypoint that doesn't restart the whole level... I'd have to think about that.\n\n@5mixer I think with more time I'd have the carried block move away from you if you moved\/jumped towards it, I did find during testing that pulling the blocks along behind you was easier than pushing them.\n\nBut overall yes, I wish I'd been able to spend less time fixing technical issues and more time on UX refinement and level design. Definitely a good lesson for me, for future game jams.\n\n@godsboss Yep, that looks like you're stuck. I'm not sure I could re-design to make getting stuck more difficult, but maybe smaller levels and a no-confirm quick restart button would be the way to go?","format":"md","likes":0,"spam":"N"},{"id":1000908,"author_name":"spooncats","author_uid":"spooncats","epoch":1696366287,"text":"Cool idea! I think a quicker restart would help a lot with getting stuck. I think it also might feel more natural if you couldn't collide with a piece while \"carrying\" it, since it causes some awkwardness with the platforming","format":"md","likes":0,"spam":"N"},{"id":1009130,"author_name":"DzejPi","author_uid":"dzejpi","epoch":1696478197,"text":"Interesting concept! I think that everyone above already mentioned what I could, I personally missed some dedicated restart button the most. That said, this is a very interesting idea! ","format":"md","likes":0,"spam":"N"},{"id":1010782,"author_name":"spacecadet","author_uid":"spacecadet","epoch":1696518586,"text":"Interesting idea but the controlling the character makes it impossible for to enjoy the game unfortunately. With some polish or refining to the controls this could a fun puzzle platformer.","format":"md","likes":0,"spam":"N"},{"id":1020445,"author_name":"1257th or nothing","author_uid":"1257th-or-nothing","epoch":1696885202,"text":"Nice idea, but moves are cumbersome and a bit fastidious. \nI made a row of more than 10 cubes, and only 10 cubes disappeared.\n\nI agree with a comment above: a quick restart key would be useful","format":"md","likes":0,"spam":"N"},{"id":1020474,"author_name":"LDJam user 276121","author_uid":"276121","epoch":1696886136,"text":"The idea has promise but the execution lets it down in my eyes-the player controller didn't need to have momentum-conserving sliding :smile: ","format":"md","likes":0,"spam":"N"},{"id":1021435,"author_name":"Furtive Pygmy","author_uid":"furtive-pygmy","epoch":1696968766,"text":"Great idea, love the concept and initial implementation.  \nI think some music would have been good to keep engagement.  \n  \nWith a bit of polish on the game controller, and QOL features such as instant restarts etc. this would be a great game.","format":"md","likes":0,"spam":"N"},{"id":1021441,"author_name":"Untitled Studios","author_uid":"untitled-studios","epoch":1696969184,"text":"Super cool idea, buggy implementation, very easy to get softlocked.\nOverall, nice 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