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not-tetris-3's Issues

Hit walls to shake field

Just an idea to play along the physics aspect of the game: hitting walls would affect the whole field, allowing to shake things up a bit, e.g. when you have a piece just barely holding on an edge and you want to push it so it falls through. (Something like bumping a pinball table.) I suppose this would require the field to have its own physics behaviour, a weight (probably heavy to reduce potential effect of bumps), etc; it would also require deciding how to display this—allowing the whole field to move arbitrarily, recentering the view every so often, or maybe the field is actually locked and can only rotate around that axis a little?

Make completion bars stand out when they're full

for example make them yellow or gold (I think it'd help understand what they mean)

also maybe make them flash upon contact so that it's clear that making lines is connected to these completion bars?

What's your opinion on occasional special pieces with "normal" control

By normal control I mean quarter-turn rotations and block width movement, but still normal physics after contact (like Tricky Towers). I kind of like how simple Not Tetris gameplay is but I guess special pieces might be interesting addition, maybe in a special game mode.

The point of course would be that these pieces would potentially allow precise placement, so like you might fill straight section more easily with these pieces. Idk if that would be beneficial to gameplay but that's up to you ☺

Same-field co-op / versus

My pet peeve with Tetris is that there are very few versions that implemented multiplayer on the same field (there's Tengen Tetris, an old PC version I can't remember and maybe a couple others) and it's generally not a mode that's ever mentioned. However I believe it has a huge potential, because it leaves room for direct competitiveness while also requiring cooperation, which is great imo. It also requires skill while making most advanced Tetris skills pretty useless; which Not Tetris already does, so it could be part of that mind frame. Finally, the most interesting aspect of this mode that's left to design is how to design good competition rules or maybe more simply choosing winners: I'm pretty sure that simply looking at individual scores after death of either player would promote aggressive suicide building after any advantage which would probably not result in worthwhile gameplay, and I'm not sure how to resolve that conundrum. Maybe scoring could be changed to promote interesting gameplay?

I just saw that Tetris Ultimate has co-op with partial overlap which is kind of interesting; not sure it has the same potential as Tengen style but why not.

Also, from when I played Tengen Tetris co-op I remember it was kind of difficult to figure out which piece was yours, maybe it would be better with player-specific colour scheme rather than piece-specific.

Anyway I'm interested in same-field multiplayer in general but also think it would work great in Not Tetris.

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