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Huh. Actually more interesting than it seems at first glance. The first level doesn't quite communicate the fact that each level will have a puzzle-like starting configuration of blocks.

I should also say I suck quite badly at Tetris. Some levels have taken me a while.

Feels to me like the initial piece(s) you drop should be preset based on the level, it seems very luck based otherwise? I solved level 4 in one drop on the first try just by getting lucky and I imagine you could just drop every bad tile on the left still to get out easily...

Which brings me to, shouldn't hitting the "stability" ceiling incur a penalty? Maybe hurt stability (hazard bar I guess) even more based on how many blocks get deleted by it... otherwise I can just make a clean tower to one side and then just sacrifice pieces to the void if I don't want them :33

On lvl 8 and 9 I've noticed that things kinda get easier by letting the hazard bar drop lower. I think at the very least the new pieces should drop closer to the hazard ceiling rather than the top of the screen. I also feel like it should still reward single line clears somehow because when I'm getting close to losing I just end up pushing Neuro into the ceiling even while clearing lines?... idk

Lvl 9 is trivial if you just leave the right side open and push Neuro up to the top of the [redacted] in a way that she can walk off.

Maybe powerups or items would be cool that could be either collected with line clears that contain some kinda special tile, or by letting nuro walk into items that drop somehow. You probably had plenty of cool ideas that didn't make it into the jam tho lol

Took me a while, but beating all uhhh 10 levels totally worth it yeah mhm heart

I did indeed spend more time playing this and writing this than you'd think. meow?

PS: Also I literally didn't use jump ever lol lmao because either I have Nuru at the global minimum she can be at anyways or I end up bumping her into blocks and wasting the jump or whatever

played through it and it is quite fun


some points to improve:

- neuro does not interact with the falling pieces (she cannot be smashed, piece can just be placed on top of her and she will climb out)

- jump is useless ? (you just have to clear the tetris field)

- the movement of the pieces feels rough (delayed auto shift timing seems way off from other tetris games)