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:
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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• 3yrs ago

Did 2:59 on my second run :) I love games that bring a twist to Tetris, and that's a really cool idea!

Now, I do have some small nitpicks linked to the fact that it's Tetris but not really:

• You kept the same colors, but for the reasons the rotations are reversed (might not be the case for all pieces), this is really confusing
• Rotate should be something else than up, most recent Tetris games use up as instant fall, this lead to some mistakes
• Not that big of an issue, but I think the block stop a little to fast when they touch the blocks below. It's more the addition of previous thing with this timing that's an issue.
Submitted

#### Noé Wyatt needs your help

• Linkyu Manager of TetraClicker
3yrs ago

Oh, nice record!

• Oh wow, you're right! I was sure to have them all rotate the SRS way, but it seems I went the wrong way for some-- good catch!!
• That's fair; I went with older controls for faster implementation, but in hindsight, I regret not going with T99's scheme; I'll take that into account when I work on it again later.
• It's actually supposed to lock after a longer delay, but I think the code is skipped during execution. Due to the time constraint though, I decided to allocate more time for other tasks, but I will definitely fix that in a later version.

Thank you for your feedback! I'm glad you had fun 👍👍

• 3yrs ago

This was super enjoyable! I liked the combination of the two concepts, and falling animations of the blocks were a nice touch. I kept playing after I won, and it was very rewarding when I managed to clear out the board from some planning in the tetris phase. Lots of fun!

Submitted

#### Leviatron

• Linkyu Manager of TetraClicker
3yrs ago

Thank you for the feedback! I'm glad that you had fun! 👍

• 3yrs ago

Nice entry. Really creative with a good execution.

Submitted

#### Undying Kingdom

• 3yrs ago

I have never felt so stressed playing a tetris clone. Things go so fast, and it doesn't give you any room for mistakes! I was terrible at it, but I eventually got to 100k! Took a couple rounds to understand how the clicking actually worked, but it's a cool twist.

Submitted

#### Octopus Dating Simulator

• 3yrs ago

I dislike tetris. Not my type of game.

But your twist was pretty cool. You managed to keep me playing tetris. Hats to you for that!

It was fun. At first it felt overwhelmingly difficult. I kept trying not to die until I remembered that the jam's theme is "no death state" so I took it easier and... The second bit of gameplay is clever. You're doing the reverse of what you were doing before. I also like its animation! It even makes you choose a strategy. Actally no, the downside is that it makes you realize the best thing to do is to just give up on the tetris part (yay for me) and just pile up the right colors. When I did that, I won instantly lol.

The only thing I could say is that I wished that the game had a bit more going for it, visually speaking. Maybe some more juice, different tetrominos than the ones we are used to see. Maybe perhaps unlockable tetrominos? That was fun nonetheless!

Submitted

#### Trapped

• 3yrs ago

This is surprisingly fun to play. At first I was trying to perfect my tetris phase base on tetris rules, but later on I learned it is actually much more profitable to just group all your colours together no matter the holes because the collapse phase is where the points are at. I really liked it! Good job :)

Nice touch on the music as well :)

Submitted

#### Well of Souls

• Linkyu Manager of TetraClicker
3yrs ago

I'm glad you liked it!! & thanks for the feedback

• 3yrs ago

I liked the idea, first I didn't read description, and didn't know what was the twist to the basic tetris. It was fun, later I started understand larger strategies, started playing Tetris for clicking part. I didn't know there was point goal, took 4 minutes to reach. It is good that you added continue anyway button, because the goal felt it came too soon and abrutly, just "oh btw, you beat the game" :D It was good take, there are Tetris themed game time to time in these jams.

Submitted

#### Reload

• Linkyu Manager of TetraClicker
3yrs ago

I'm glad you liked it! Thanks for the feedback 👍

• 3yrs ago

Nice idea! I think that the control are a bit wonky though (when you hold down left or right it will almost instantly snap to the right- or leftmost position, so you have to press the key repeatedly). Also, wouldn't it make more sense to alway just go to the Clicker state?

Submitted

#### SOUL SWAP

• Linkyu Manager of TetraClicker
3yrs ago

Well, you can get a lot of points through the tetris phase alone, actually, though I agree that the Clicker phase is a lot more satisfying as is. However, depending on how well you strategize during the tetris phase, you can get much higher points in the Clicker phase.

I think I'll add the detailed mechanics in the description; thank you for the feedback!

• 3yrs ago

BOOM! Tetris for Jeff.

I really suck at tetris but played really good with this one even though block fall faster than usual. The freedom of just clicking away your past mistakes made this game really comfortable for me instead of stressful. 10/10 gameplay

Submitted

#### Barov

• Linkyu Manager of TetraClicker
3yrs ago

I'm glad you liked it! One of my goals was to make the tetris phase feel much more casual, so I'm happy it worked out

• 3yrs ago

This was a highly enjoyable puzzler, I liked where normally you can get punished for not being able to keeep up with tetris' speed, but here you found a perfect balance to make it feel like your puzzle board never really died. An interesting implementation of the theme, but a successful one c;

Submitted

#### TO HELL WITH DEATH

• 3yrs ago

Super j'ai bien aimé le concept de ce mélange :-)

• 3yrs ago

As an avid Tetris player, as soon as I saw this, I thought:

"Must play nowwwwwwwww"

I'm glad I did! This game is a perfect balance between Tetris and collapse, and it fits the nicely!

Fantastic work!

• Linkyu Manager of TetraClicker
3yrs ago

Thank you! I'm glad you liked it!

• 3yrs ago

This game is super fun. I feel like the tetris part speeds up a bit too fast, and the game started to lag once I played for a while, but overall it is a great game! Really the only thing I'd add to it would be the ability to hold pieces. EDIT: After I played it some more I think the speed probably is fine. Without it, you could avoid the clicker part for a rather long time :)

Submitted

#### Leviatron

• Linkyu Manager of TetraClicker
3yrs ago

I've noticed the speed got a bit too fast too quickly for several other people; I'm thinking 1 full minute to full speed should be better (currently it's at 30s). As for the lag, I thought I had fixed that leak, but I guess I missed another; I'll look into it.

There's actually quite a few features that were planned that didn't make the cut, but I wholly agree about the hold feature; I kept trying to use it myself knowing full well I didn't code it! So, it's definitely planned to be added. I think I'll detail that some more in a post-mortem. 🤔

Thank you for your feedback!

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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