FoonLudum Dare ExplorerLD41 → InvadTris

InvadTris

By csanyk

View on ldjam.com

CategoryRankScoreCount
Overall7613.2954
Fun5373.3454
Innovation6593.2653
Theme5543.6453
Graphics9302.8154
Audio7551.8935
Humor9352.1639
Mood10022.6847

Comments

synedraacus 2018-04-21 17:36

Oh, so I'm not the only one with the tetris variant.

ghostmaple 2018-04-25 04:58

Clever mashup :thumbsup:

subhajit-nath 2018-04-25 05:00

It took me a while to get that there are two games going simultaneously. :smiley: The game is playable but a bit slow for my taste. With some graphics and more speed it'd be more fun.

csanyk 2018-04-25 05:08

@Subhajit-nath it *does* speed up... keep playing :)

iak 2018-04-25 05:29

Hey, sucks you didn't get to finish before the deadline, but this is a really solid implementation of both games. It plays really well and a lot of issues I would have expected to see you already dealt with.

I didn't read your instructions here, so I was a bit confused when I saw the tetris blocks leaking into the invaders world at first, but that turned out really cool. Made me want to play higher up with more risk at the tetris side to try and attack invaders with blocks. XD

la-mecanique-du-plastique 2018-04-25 14:25

Your game is already pretty playable and enjoyable as it is. Nice cross over ! I think I had a bug at some point, the screen froze as I had still 2 lives to go. Good job anyway !

csanyk 2018-04-25 16:58

@La-mecanique-du-plastique thanks for playing, and for the bug report! I have noticed a few times when the Invaders side of the game glitches and causes the game to freeze with lives remaining. I'm not sure why it does this yet, but I suspect it has to with the way I coded the switchback routine. I'm going to have a look at it tonight and hopefully fix it.

lilneko 2018-04-25 18:17

Hahaha that's one of my crazy ideas for that ludum, finally we make a infinite runner + puzzles of a Fat panda in diet: https://ldjam.com/events/ludum-dare/41/fat-panda.

For say something bad.... the minor bugs... and it was a bit slow at the start... my idea was to leave the tetris pieces on top of the space invader directly, without change. Anyways... good job man, and really satisfied of see that make real, thanks!!!

ben-pearson 2018-04-25 18:41

Interesting combination! Was certainly challenging to go back and forth between the two... Well done!

flying-cat-of-the-pepes 2018-04-25 18:49

The game was fun, but I agree with a lot of people on here that it was slow. As far as I can tell, there's also no way to rotate the Tetris pieces. My suggestions are to add better graphics and some audio.

jfraser314 2018-04-25 19:29

Fun game, great retro graphics (totally nailed the Tetris look). I liked playing it, but feel it would be good with just a few changes. First, help a gamer out and let loose a little bit more on the straight pieces. I agree that faster would be better. And since you can shoot the bullets, there is no reason to move. But even with all that criticism, I like the idea and had a lot of fun.

Tetris.gif

thirsty 2018-04-25 19:52

Fun mashup of two classics. I would have liked the space invaders bad guys to be the tetris blocks so you had some challenge in shooting the block you wanted next and I kept getting worried I was going to die from a space invader bullet while I was in tetris control mode. Will definitely come back to this one and play for a higher score a few times.

csanyk 2018-04-25 20:54

Thanks for all the feedback, everyone! This is the fastest I've gotten ratings and feedback ever! I love all the comments I get, thank you sharing!

A question for everyone who's saying it feels slow. Both *Tetris* and *Space Invaders* start off pretty slow, but they pick up speed as you get into the game. I felt like starting pretty slow would be good, to allow players to get accustomed to the rapid switching back and forth between the two halves of the game. You can always speed up Tetris by use of the Down arrow, to force the block to drop rapidly.

So I'm completely open to the possibility that I'm wrong about this, but I would like additional feedback.

Do you feel that the original Space Invaders and Tetris are *also* too slow? Is that by today's standards?

I'm thinking I'll add a "start level" option to the game, and allow people to play at a higher level in order to get to the faster parts of the game sooner. Would that be a good fix? Or would you like to see some other approach to fix the pacing?

As I was working on the game, I actually worried that the game would feel too fast, and slowed down Invaders while Tetris has focus, so that you don't get overrun so quickly. At first I let them continue to run at full speed, then dropped that to half speed, then finally to 1/10th speed. Do you think this was a mistake? Should I let Invaders continue to march at full speed while focus is on Tetris?

fil089 2018-04-25 23:49

I'd like to see the games playing at the same time, instead of alternating in between them, but that's about it. Solid entry all around, don't even need sound design for this one. :smile:

A quick tip for you guy(s): Play and rate/coment on other games. It gives you guys more of a chance to be seen if you participate on giving constructive feedback to other people.

csanyk 2018-04-26 02:14

1.1 2018/04/25

- Title Screen - Instructions - Start Level select (1-9) - 4-line Tetris play awards extra life to Invaders - Nerfed points needed for extra life in Invaders from 1500 to 10000 - Adjusted Invaders slowdown when Tetris has focus - Changed background color for Tetris

csanyk 2018-04-26 02:15

@fil089 I had that idea too, and will be following this up with a "second take" where the gameplay is more unified. So if you're interested in that, keep an eye on [csanyk.itch.io](https://csanyk.itch.io).

csanyk 2018-04-26 03:34

1.2 2018/04/25

- Gamepad support

anyonebacon 2018-04-26 03:51

Really enjoyed that! I love tetris... Good work!

team-infernus 2018-04-26 05:14

I liked that clearing lines in the tetris side gave you a weapon on the space invaders side, but it felt like I was playing two disparate games rather than one game. I think I would have prefered a more cohesive experience, but it's a neat idea.

microwerx 2018-04-26 06:31

The moment you throw that superpiece at the aliens...priceless. I love this game!

augustyadon 2018-04-26 15:33

Cool idea. It worked really well!

morrilet 2018-04-26 23:59

Wow, this was a really nifty idea. As soon as I figured out how to turn the pieces in tetris I was off to the races. The feeling of watching a piece you need get hit by bullets or miss an invader is pure torture. I wish there was some audio though! Even a couple little chiptune-y effects would've gone a long way. Nice work!

EDIT: I also wanted to thank you for including a link to the design doc!

csanyk 2018-04-27 03:15

1.3 2018/04/26

- Real sprites for Invaders

InvadTris_1_3.png

csanyk 2018-04-27 03:15

@morrilet sound is coming! Probably with 1.4, which I'm expecting I can release tomorrow. Thanks for playing my game!

baubau 2018-04-27 15:51

Correct me if I'm wrong but aren't we suppose to have the game made during the 72h up and running? And not the feature updated version?

What's the point of this game jam rule if we're not respecting it? It's a cool idea and by all means add the new features, but keep the version you made in 72h up.

csanyk 2018-04-27 16:37

@baubau fair questions. The original release *is* still available on the itch.io link, along with the latest. I labeled it "post jam" because **all** releases took place after the Jam deadline. The 1.0 and 1.3 (latest so far) builds can be downloaded and played from the game's page on Itch. I took down the 1.1 and 1.2 downloads because there's no point in playing them when there's a better version available, but I did leave the first release up for those who want to play it.

baubau 2018-04-27 17:58

Your link to the HTML version is probably the one that gets accessed the most, and that is your latest version of the game.

It's not fair to others that actually spent the weekend doing this game jam, myself included. You continue to improve the actual live game and with that, you have an advantage over other people when it comes to rating.

From your description and blog post, it seems that you spent time on this game during jam hours and if **all** versions of the game are "post-jam" why is it marked as an JAM entry?

csanyk 2018-04-27 20:31

I worked on my game Sunday, Monday, and released Tuesday, after putting in 22 hours of actual development time. The span of actual time I spent working on my project fell within a 72 hour period that started Sunday around 11am and ended Tues evening, I forget exactly when. True, Sunday and Monday overlap the actual scheduled time for the Jam to happen. Through 1.3, I've only worked an actual 40-ish hours on the project altogether, which still fits into a 72-hr period if you can pull 3 long days back to back. Being an adult with a job and a life, that's not so easy on any given weekend, but I do my best.

About being "fair to everyone" -- I mean, I think that's adorable that people take LD seriously as a competition, when there's no prize but the games we make, so at worst the risk is that some people will play a better version of my game than they otherwise might have, but the Jam is supposed to be the "relax, it's ok to flex some of the rules a bit" version of this event, right?

I suppose I could re-upload the 1.0 web build to a different URL and put a link to it for LD-purists who don't have Windows to use if they insist on playing the 1.0 release. So, if it'll appease, then, sure I'll go ahead and do that. But if you really want to stick to the rules, then I didn't make deadline, so my game doesn't count. Whatever. I've been up front about that from the very beginning, so it's not like I'm trying to fool everyone and cheat my way to a better ranking. But the name Ludum Dare is Latin for "To give a game" and it's in that spirit that I made it. I mean, all things being equal, yes, it's nicer to rank higher than lower, but I don't care that much about rankings, I really only like feedback because it means two things: that someone played and cared enough about my game to say something to me about it, and it can help me make it better.

recursor 2018-04-28 00:34

Played the original version of course for rating purposes, and even with the prototype graphics, this is fun and a nice mashup of two completely genres. The supershot and firing the shape to be used in the tetris game are nice little touches.

chormacorple27 2018-04-28 00:35

This game was really fun! It was different than I expected, and even though there are a few bugs here and there, it was really quite enjoyable!

coatline 2018-04-28 00:36

Awesome game! I would have liked a title screen with some better graphics. I would never have thought to make a game like this. Couple of bugs here and there, but overall, this could be a thing!

csanyk 2018-04-28 03:16

@coatline @chormacorple27 I'm interested to know specifics about the bugs you found. I know there are some, and I'm working on them. Any help you can give me, stuff you noticed that was obviously wrong, or felt off, would be great.

csanyk 2018-04-28 22:23

1.4 2018/04/28

- Pause system - Audio - M key to toggle mute state. - Ctrl + up|down arrow to adjust audio master gain - on screen display when adjusting audio level. - Sound effects for all actions but Tetris rotation and Tetris clean slate bonus, music. - Tetris: Color scheme system for Tetris blocks. - Single-game testing modes. - Invaders: BlockWeapon destroys Invader shots. - When GameOver, can press Enter or R to restart game from rmGame. - Invaders: Clear all Invaders bullets when InvadersPlayer dies. - Invaders: InvadersSaucer points are now multiplied by Invaders.level and Tetris.level. - Bugfix: last two invaders bunch up toward end of level, fixed. - Bugfix: Enemy explode collision with Block Weapon crashes game due to explode object being treated as an enemy but having no points variable. - Invaders: player becomes translucent when Invaders loses focus, to convey invulnerability - Tetris: clean slate bonus for completely clearing Well of blocks with a line completion - Tetris: added Lines count to display, temporarily removed Chain Bonus display until Chain Bonus is actually implemented - Tetris: Added a roof object to Tetris. - Tetris: Adjusted initial placement of new Tetronimo.

marioman68 2018-04-28 23:16

going with the original for my play, it is cool going back and forth. little sad it didn't have some sound in the first version and switching seemed a little dry going back and forth. I'm sure it got better in new updates but wanted to stick with what you first made. still very cool to play.

csanyk 2018-04-29 00:21

@marioman68 thanks for playing! I'm sure if you go back and play the latest release you'll be fairly impressed with how far it's come since 1.0.

rebecca-kremer 2018-05-01 04:08

played the original and it was fun, but only really because I enjoy both Tetris and Space Invaders. The fact that you shoot the next tetris piece didn't really change much for me because it didn't change the outcome of the other side. basically just playing two games at the same time with pauses. Solid Entry tho

vkmicro 2018-05-01 05:43

Very cool game and fun gameplay!

Awesome combination of 2 retro old school games Space Invaders and Tetris! Super fuN! definitely had a lot of fun playing this!

2 things i'd like to point out are 1- the YELLOW color on tetris part was hard to see 2- the rotation of the things on the tetris part should have been put on space, more intuitive imho. But that's just being nitpicky

Really liked it! Wish there were sound effects though!

p.s I played the 1.0 version not the latest

csanyk 2018-05-01 15:01

1.5 2018/05/01

- Tetris stats - Testing mode improvements - Code clean-up

csanyk 2018-05-02 12:59

1.6 2018/05/01

- Updated instructions text. - Bugfix: fixed a condition whereby all invaders would drop to the ground suddenly. - "Clean Slate" bonus, 1000 * level when a Tetris move clears the Well completely of blocks. Added to statistics.

csanyk 2018-05-06 08:00

1.7 2018/05/6

- Tetris: wall kicks implemented - Invaders breathe timer (delay after losing a life) - Additional Invaders shot sprites - Updated Tetris sfx

invader 2018-05-06 14:23

That is a surprising mash-up! Quite an innovative approach for old well-known arcades :smile:

macdoom 2018-05-06 20:54

Couldn't get the latest version to run. Keyboard inputs just let me go into the intructions and back to the title but 0..9 and enter didn't respond. For the 1.0 version: Cool game! Both genres are there but didn't felt like the merging of the two. The challenge is to be alert and prepared to switch to the other gameplay. Some colors in the tetris part are hard to see, the lighter ones specially. Really fun entry! Thanks for creating this game!

csanyk 2018-05-06 22:14

@MacDoom thanks for the bug report, I'll look into that. I can duplicate the problem in HTML5 (Chrome) but not in the Windows build. I'm actually seeing various weird glitches in IE, Firefox, and Chrome right now, so the only way to play it and get the true experience for now is the Windows build.

In the meantime, users who don't have Windows may try one of the earlier HTML5 builds, here:

https://csanyk.com/cs/releases/games/LD48-41_InvadTris/post-jam/​

csanyk 2018-05-07 22:21

1.8 2018/05/07

- Various HTML5 glitches fixed: - Chrome: audio glitch that prevented keyboard input from starting game after start chime stops playing - Chrome/Firefox text rendering glitch - Performance improvements

poio 2018-05-08 11:40

Hey, I just tested your game, post jam version.

It worked like a charm. Only 2 remarks : • it really lacks a music. Even just a basic beat, accelerating as levels pass. • as soon as you got a few lines done, the space invader sides nearly disappear, i just pressed space every time, aiming anywhere, just to get a new piece. Feels like a game breaker.

But otherwise, nice little arcade game.

csanyk 2018-05-08 13:53

@poio, thanks for playing, and for the feedback. I don't do music, but I have a friend who does amazing music, and I will be working with him to create some bgm for this game. I don't know when that will happen, but hopefully in the next week or two.

sean-s-leblanc 2018-05-13 18:13

Nice entry! I initially thought this one would be boring based on the description, but it turned out pretty fun. It could use some more polish, especially in terms of making the two games feel more coherent, but it's otherwise pretty solid.

Great job!

glimaleite 2018-05-13 22:02

Pretty cool entry! I suck at Tetris, and the fact that I can't see the next piece makes it even harder for me. I loved the fact that after a while, the last piece put on Tetris actually becomes your projectile on space invaders! Also, I really enjoyed multi-tasking between both games. I agree with everyone saying that the game could be a bit faster. I still wouldn't be good at it but it would be more fun and intense.

Congratulations! If you have some time, please, take a look at my entry, it's a mix of RTS and Bullet Hell: https://ldjam.com/events/ludum-dare/41/last-stand

daragongames 2018-05-13 22:09

This game was a lot of fun. Most likely, because I like both of the mixed games. There are some Bugs like enemy's died when they reach the ground and in the second Level the game froze completely. I like how being good at tetris made the Space Invaders Part more easier. Overall it was a challenging, but enjoyable experience. Nicely Done!

mic-matrix91 2018-05-13 22:59

Simple graphics and sounds, but very funny game! I like the concept and the mechanics; it's very challenging because you must switch rapidly from one game to another, very nice idea! Good work

diptoman 2018-05-14 02:33

Wow, you went ahead and mixed up 2 different games rather than genre, hahah. Really good stuff though - I enjoyed it. Feels like it captured teh spirit of both games pretty well!

csanyk 2018-05-14 03:30

@glimaleite the next Tetronimo is determined by the shape of the bullet you fire in Invaders. Watch closely!

@diptoman, yeah I started out thinking that I'd mash static shooters and falling block puzzles, but ended up making both halves of the game look and behave as much like their inspiration as I was able, in homage.

mshopf 2018-05-15 19:46

This is probably the most innovative game I played during this LD. All in all I think the game was too easy. I find the Tetris part way more difficult than the Space Invaders - did you think about having bullets continue during the Tetris play (and being able to move the player at the same time with different keys)? Also bullets should probably be able to shoot down the "shield" you get by removing lines.

Sometimes I found that a bullet hit me, even though I was behind a whole set of shield blocks - I don't know what happened here.

Sound is nice, graphics fits. Good addaption of the theme. Great job so far!

csanyk 2018-05-15 20:09

@mshopf thanks for the feedback!

I am not completely satisfied with the difficulty, either. Originally, I did have bullets continue to fall when Tetris had focus, but I found that this felt unfair since the Invaders player can't move when Tetris has focus, and I also found it very difficult to pay attention to two things at once, so as an experiment I had the shot collisions only work when Invaders has focus, and *STILL* found it unfair since the game could return focus to Invaders with a bullet in collision or about to collide with the player, with no opportunity to get out of the way. So I had the Invaders stop shooting when Tetris has focus.

But I do agree with you, that makes the game too easy. I found that I mostly just stay in one place and shoot, which isn't very fun. I am considering different approaches for how to restore the difficulty, but I haven't found something that satisfies me, yet. I ended up developing other features rather than spend too much time on getting this to feel right, but I will return to it in upcoming releases.

With the Superweapon, you *can* use it as a shield, but as you've discovered, if the Superweapon comes from the very bottom row of Tetris blocks, it is at a height where bullets may still be able to collide with the Player. This probably should be tweaked to avoid the player's surprise discovery of another "unfair" way to die. Perhaps you're right that Invaders shots should destroy blocks from the Superweapon, as well. I think that might restore more balance and make the game a bit more difficult, as well as encourage the Player to fire the weapon rather than hide below it.

This is good feedback, thank you very much.

mshopf 2018-05-15 20:12

Ok, so there is more to it with the superweapon than to use it as a shield? Then I probably missed that one... :flushed:

csanyk 2018-05-15 20:15

@mshopf, lol, yes. Hit the Shift key to launch it. It's a SuperWEAPON, not a Shield! :)

mshopf 2018-05-15 20:16

Yeah. Reading the instructions actually helps. Rofl.

csanyk 2018-05-15 22:46

Thanks to everyone who played and rated! See you in August!