High APM and high pressure puzzle game. Nonstop gameplay.
WASD to move cursor, J to swap, (so does N), K to add blocks from the bottom.

Credits:

  • Ryan Chang (Programming, Team Lead)
  • Ken Zhou (Design)
  • Kevin Huang (Programming)
  • Ana Nguyen (Art)
  • Marvish Chandra (Programming)

Quarter Progress:

  • Mechanics added are the hovering of blocks after a clear, a pause menu (not in build), and losing on topping out.
  • Aesthetically we added assets for the tiles, replacing the flat colors.
  • Designs we discussed was alternate lose conditions and having the board be always full.

Postmortem (Midmortem):

To put it shortly, don't underestimate the workload of a game (or classes) and the role of production. Bluntly speaking, the team lead (me) was the bottleneck. Programming, production, team leading all at the same time is rough, on top of classes. There are many issues, but its a positive feedback loop; the only issue that matters is the first one. Remedying that will cause all problems we had to be much lesser in scale. The project lives on though. Next quarter.

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