[HN Gopher] Fudge: Reverse Tetris
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Fudge: Reverse Tetris
Author : smarm
Score : 74 points
Date : 2023-07-14 23:04 UTC (23 hours ago)
(HTM) web link (vividfax.itch.io)
(TXT) w3m dump (vividfax.itch.io)
| gigel82 wrote:
| It's an interesting experiment; but way too frustrating to never
| be able to get to a finish...
| hinkley wrote:
| And which one does this piece go in? That's right, the square
| one!
| 1letterunixname wrote:
| Anyone remember Welltris, 2.5D Tetris?
|
| There was a cottage Silicon Valley business that sold a mouse
| input TSR for Welltris called "Mouse Commander" that did what it
| says on the tin. The line drawn logo on the manual, that came in
| a plastic bag with the diskette, was a mouse sitting on a tank
| mixed with *tris elements. I can't find a single reference to it
| on the web.
| e_y_ wrote:
| Interesting concept, but it feels like a distillation of the
| "insanity" difficulty mode of a roguelike where the only way to
| get a high (or low) score is to win the lottery. Repeatedly.
|
| I'd echo liquidise's comment; some limited ability to rotate the
| pieces would add strategy instead of just spamming the reroll
| button and pattern-matching. The frequency that you're allowed to
| use the ability could serve as a difficulty slider.
|
| It doesn't even take that much interactivity to make a mostly
| RNG-based game more fun; compare a basic slot machine to video
| poker.
| tomxor wrote:
| Kind of agree.
|
| The only strategy I could find was to not play pieces that make
| compatible future pieces less likely, mainly by trying to keep
| the surface as flat as possible, as soon as it gets real spikey
| you are not really making progress due to probability.
|
| But once you get down to a small numbers it's mostly pure luck.
| Best I could do was 7, only way i'm getting a better score is
| by rolling the dice a whole load of times more which I don't
| feel incentivised to do because there's no skill left to
| refine.
|
| Maybe a tweak will make it skill based again.
| z5h wrote:
| I REALLY REALLY like this. This is gold. I'd buy a polished-up
| version of this on iOS.
| rmrfchik wrote:
| Fun game. But it ate all of my RAM :(
| [deleted]
| graypegg wrote:
| One small thing, clicking each block is a bit tedious. It would
| make this feel a lot more effortless with two tweaks:
|
| 1. Drag alone the blocks to mark them
|
| 2. Select every block for me when it's unambiguous which
| tetramino I'm trying to draw
|
| So if I had [R]eroll abcdef x
| xxxxxx 3 xx xx xxx 2 x x xxx 1
| xx xx xxxx
|
| And I click on d1, you should immediately drop the box since it's
| impossible to choose another tetramino (or another location of
| box) that includes that cell, and would be a valid move. Same
| goes for a3, since the only valid play would be that specific T.
|
| However, if someone chose e1, since theres two different options
| for a box in that space, (top left d2/bottom right e1 and top
| left e2/bottom right f1) you have to wait till the second cell
| selected (or third if they select upwards) to drop the box that
| fits.
|
| Does that make sense? It would just make play go a LOT faster.
| gumby wrote:
| Fun! This gets really hard at the end -- best I could get was to
| 3.
| gokaygurcan wrote:
| My "lowest score" is 4 and there's literally no strategy possible
| to finish this game without big chunk of luck. I think I'll keep
| playing a few more hours but I don't see any way to beat that 4
| tbh.
|
| (if you managed to finish, again, it's pure luck, no strategy)
| liquidise wrote:
| This is a great concept that feels like it's about 80% there.
| Some suggestions if the author is here/reading:
|
| 1. I badly want the ability to rotate pieces. Perhaps it's too
| strong to have this universally, but maybe i get 1-3 piece
| rotations recharged on each Reroll?
|
| 2. Having multiple of the same orientation piece isn't great, but
| a few times i got 3 pieces in identical orientations. This is
| really fun-sucking and i'd either code that case out or weight it
| to be very unlikely.
|
| 3. UX-wise it would be great to be able to hold my mouse down and
| drag across pieces to highlight them instead of needing to click
| on each block individually.
|
| Feedback aside, i really love the concept here and think it's a
| great first pass. Some UX improvements i think could make this a
| really addicting game. Awesome job.
| Tepix wrote:
| Sometimes you really want two pieces in the same orientation.
| Like when you're about to finish the game and you need two
| horizontal lines...
| jareklupinski wrote:
| also, it should be a valid move to insert a t-block from the
| side
| Etherlord87 wrote:
| I really like it. I've setup myself to win a few times so far,
| but never got the right blocks to finish:
| https://i.imgur.com/Sci8KEU.png Then again I didn't play it a
| whole lot just a few minutes. I like how your score is the
| minimum score, though considering that I almost finished it (luck
| based), it's probably too easy.
| kbutler wrote:
| Didn't expect to like this, but enjoyed it. -
| Mentioning that you can't rotate would have helped me get started
| - I'd like to not have to "unclick" blocks to select others -
| probably just a list of the last 4 selected, so you can change
| your mind without going back - And maybe a drag interface
| would be helpful - either drag over the blocks to select, or drag
| the shape to your desired location - Something about the
| graphic design of the edges of the blocks almost looks blurry to
| me - Would like a more achievable "clear board"/win
| condition. Maybe if there are no blocks below the top row or
| possibly top two rows, could show the blocks that would appear
| next?
|
| Great job - got to 2 once, then back down to 3, then hit three
| identical pieces, and said it was enough!
| tomelders wrote:
| I made an iOS game years ago along similar lines called "Block
| Depot".
|
| It was like a warehouse for Tetrominoes, where you'd get orders
| and deliveries. So you had to get blocks out, and put blocks in.
|
| Nobody played it.
| epivosism wrote:
| Very cool! Is there a reason I can't rotate the pieces? Also
| being able to click and drag to draw a piece would be better than
| clicking them one by one.
| epivosism wrote:
| Ah, I get it now. It's pretty fun!
| epivosism wrote:
| I got to 2. Towards the end it's somewhat random. The issue
| of getting stuck with multiple copies of the same piece is
| slightly annoying. Does the player need more control, to
| raise the skill cap? Losing my entire state when hitting R
| increases the randomness. If I had a true "next piece"
| display I feel like there could be a version where I plan out
| a long fun chain
| awesomelvin wrote:
| [dead]
| OkayPhysicist wrote:
| I also got to 2, though the closest I actually ever came to
| winning was an eight made up of two tetrominoes, just not
| the ones I needed.
| ksherlock wrote:
| Maybe it's just me but ... it starts out fun then it stops being
| fun when there's only a line a few lines left. If the game ended
| after 10 re-rolls or whatever, I would replay in the hope of
| doing better next time. As it is, I have no interest in replaying
| it.
| dandanua wrote:
| Too addictive. Got to 1.
| MetaWhirledPeas wrote:
| I got to 2. I was SOOO CLOSE to 0 but had the wrong shape.
| butz wrote:
| It's great when you can quickly try out some quirky little game
| right in your browser.
| xwdv wrote:
| I like the idea of the Tetris expanded universe. It is
| interesting to see where the falling blocks are coming from, and
| where they are going when they disappear. When you play Tetris
| you are only playing in one part of a larger sequence of events.
| qbasic_forever wrote:
| It should lean into the 'fake' names given to the Tetris pieces
| too like "orange ricky" and "smashboy", perhaps building a
| whole backstory and explanation for such a funny idea:
| https://kotaku.com/jeopardy-airs-a-hilariously-incorrect-bit...
| alisonatwork wrote:
| Great relaxing game for a hot Saturday night. I think the best
| addition given that it already has fruit machine mechanics would
| be a "hold" feature. This would add a bit more strategy at the
| end when you have clusters of 2 or 3 blocks and you have a piece
| that could be useful if the next random drops fall optimally in
| that cluster.
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