TetraClicker

TetraClicker

  • Duality Workshop
  • 4 months ago
  • 17th

Description

A mix between Tetris and Collapse!, where you switch between modes to reach the goal as fast as you can!

Usually, you want to avoid filling up the board, but here, it can become very rewarding! Set up insane combos and take advantage of both phases to earn as many points as possible!

In TetraClicker, the game switches between two phases: Tetris mode, and Collapse! mode; both named after the gameplay of their eponym games. In Tetris Mode, you gain points by clearing lines; the more you clear at once, the more extra points you get. A single line is worth 1000 points, but if you clear four lines at once, you get a whopping 16,000 points! However, the longer you stay in this mode, the faster the pieces fall. If a piece reaches the red zone, then the game switches to Collapse! Mode. In this mode, you have to click on groups of colour to get points. The bigger the groups, the more extra points you get, so plan ahead during the Tetris phase!

Controls:

  • Left/Right : Move the piece around.
  • Up: Rotate the piece.
  • Down: Drop the piece.
  • Mouse: Click.

Gameplay gif:

gameplay gif

Detailed mechanics

Tetra Phase

A single line is worth 1,000 points, but clearing several lines at once rewards you with a quadratic multiplier! That is to say:

  • 2 lines = 4,000 pts
  • 3 lines = 8,000 pts
  • 4 lines = 16,000 pts !!!

Clicker Phase

In this phase, each block, by itself, is worth a measly 2 points. However, they are not added together when clicked on as a group; instead, they are added together as a power of 2, up to a maximum of 10.

  • 2 blocks = 4 pts
  • 3 blocks = 8 pts
  • ...
  • 10 blocks = 1,024 pts This doesn't mean that it's usueless to make groups bigger than 10, however! Any extra block above 10 serves as a multiplier! So:
  • 11 blocks = 2,048 pts
  • 12 blocks = 4,096 pts
  • ...
  • 20 blocks = 20,048
  • etc.

In theory, since the board is 10x18, this means a theoretical maximum of 155,648 points in one single click!

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Post-mortem

The things that have been, could have been, and might become

Where do I even begin? The idea of mixing Tetris and Collapse! came from a very silly brainstorming in the GM48 discord server (as they usually do). We joked about "death-less" Tetris, with ideas such as "the board is infinitely tall", or "the closer you get to the top, the more the pieces get squished to make room", and such. It was nonsensical, but it got me wondering: Can I make this work? How can I make this interesting? What if something happens when you fill up the board? One idea led to another, and eventually the idea of a board that switched between gameplays was born.

Developing both of those game loops was actually very straightforward -- although due to it being a jam, the code makes very little sense at times; for example, each piece breaks down into fragments upon landing, and those fragments contain the logic of the Collapse! game loop, but the Tetris game loop is actually in a separate manager altogether. That said, and although I consider myself a fairly experimented Tetris player, I've learned a few things about how it works internally. For example, when you rotate pieces, where is the pivot point? And what happens if you try to rotate into an illegal position?

Turns out, that's a very well-documented system! And it's called the SRS (or Super Rotation System). Unfortunately, this is a short game and so we don't have time to unpack all of that, so I implemented a very basic wall-kick system and called it a day (in short: I check if I can move the piece around a bit, and if not, I simply don't rotate the piece).

If I continue to support this project in the future, there are several things that I'll have to change or add:

  • Add the Hold feature
  • Add a system where you gain power-ups in the Collapse! phase, depending on how well the player does in the Tetris phase
  • Add full keyboard support so you don't have to use the mouse

Fun project all in all!

Result 17th
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