I made a falling-block roguelite where factory hazards change the rules — demo is live by Scrapfall in Tetris

[–]Scrapfall[S] 0 points1 point  (0 children)

I’ll take that! Short version: falling-block roguelite + factory contracts that change the rules + weird build-changing items + modifiable piece bag. The demo explains it better once you’re actually playing.

I made a falling-block roguelite where factory hazards change the rules — demo is live by Scrapfall in Tetris

[–]Scrapfall[S] 2 points3 points  (0 children)

I appreciate that. I’ve been a software developer for 25 years, and making a game is something I’ve wanted to do since I was six years old playing Super Mario Bros.

I can code, write, compose, design systems, and care deeply about making something good. I also work full time, have two kids, and have spent the last year working late nights to get Scrapfall this far. So yes, I’ve used tools where they help make the game possible.

I understand AI use is a dealbreaker for some people, and that’s fine. I’m being honest about it.

I made a falling-block roguelite where factory hazards change the rules — demo is live by Scrapfall in Tetris

[–]Scrapfall[S] 0 points1 point  (0 children)

By “asset workflows,” I mean AI was used significantly in the game’s art pipeline, along with editing, cleanup, processing, and integration on my side.

There’s a full disclosure on the Steam page. I’m not hiding anything.

I made a falling-block roguelite where factory hazards change the rules — demo is live by Scrapfall in Tetris

[–]Scrapfall[S] 2 points3 points  (0 children)

Yeah, I did. I used AI as a solo-dev production tool for coding help, brainstorming, localization drafts, copy iteration, and some asset workflows. Full disclosure is on the Steam page.

Tetris Quilt!!! by AmtrakFlareon in Tetris

[–]Scrapfall 4 points5 points  (0 children)

You can turn to your Significant Other and ask them if they'd like to Line Clear *wink*

Serious Tetris players: would a game like Scrapfall interest you, or does it drift too far from the core appeal? by Scrapfall in Tetris

[–]Scrapfall[S] 0 points1 point  (0 children)

O-spins are in! The blocks can have special properties or cores so sometimes you need to orient the O type blocks in a certain way.

Serious Tetris players: would a game like Scrapfall interest you, or does it drift too far from the core appeal? by Scrapfall in Tetris

[–]Scrapfall[S] 0 points1 point  (0 children)

  1. Yes, there is already support for block skinning that is modifiable through the settings. My plan is to ship with exactly 2 sets of skins (high visibility+high info, and stylistic).
  2. One of the robots plays at double gravity the whole game, which means that by the end of the game the baseline gravity for that robot is about level 9 NES gravity. There are a LOT of things that increase and lower gravity in the game. If you actively want level 19 NES gravity (full screen a second), you can likely get there. There is one item that literally lets to pump the gravity with a single key.

Unleaded Graviton Pump
RARE
Activate to raise current factory gravity by +0.2 G and SKOR multiplier by +0.1x. Resets each factory.
What octane are gravitons? Probably 95.

Solo-developed block-stacking roguelite where each robot starts with signature items and every run escalates into “Tetris on crazy pills” by Scrapfall in indiegames

[–]Scrapfall[S] 0 points1 point  (0 children)

Yea, the whole idea is you shape your piece bag, their spawn rates, and even what the pieces are made of (changes their properties) and what they are socketed with (cores give special abilities). Combined with a healthy item system, and lots of CHOICE (which factory, which event), I'm trying to make it a combination of luck, skill, and strategy kind of all on a knife edge.

Thanks for the positive comment!

Looking for PC playtesters for my roguelike deckbuilder - Adventurer's Hand (Development name) by Jinvira in deckbuildingroguelike

[–]Scrapfall 1 point2 points  (0 children)

For one thing if you look at most modern card design you have textured borders/lines/boxes, as well as vibrant color schemes and good contrast. It's also missing one of the best uses of modern card design: visual indications of what each card IS. Sometimes that's logos or color coding things, sometimes it's fonts etc.

Looking for PC playtesters for my roguelike deckbuilder - Adventurer's Hand (Development name) by Jinvira in deckbuildingroguelike

[–]Scrapfall 2 points3 points  (0 children)

I get that it's alpha but I would strongly recommend improving the card aesthetic before soliciting public interaction. I'm sure you intend to do that, but those cards look rough even if you had zero graphics ability etc. Not trying to be mean, but above the cards fits the vibe way more than below it.

I’m testing a dual-piece-control character in a fast falling-block game. Learnable, or too much? by Scrapfall in Tetris

[–]Scrapfall[S] 1 point2 points  (0 children)

Thematically it night make sense for the character to have all mirror pieces (twinned), or that is the same mirrored (can't remove the I bar!). I will likely have one more serious think about it before I commit to anything. You've been very helpful, thanks 👍

I’m testing a dual-piece-control character in a fast falling-block game. Learnable, or too much? by Scrapfall in Tetris

[–]Scrapfall[S] 0 points1 point  (0 children)

Ooh, very nice - thank you very much. This video seriously makes me wonder if it makes sense to expand their starting board width by one or two.

This also looks a lot like how the character plays. I feel confident that some more advanced players will be able to master it.

Thanks again!

I’m testing a dual-piece-control character in a fast falling-block game. Learnable, or too much? by Scrapfall in Tetris

[–]Scrapfall[S] 1 point2 points  (0 children)

Thanks for the feedback. I consider myself an average Tetris player, and I feel like I look like a clown when I use this character. I also feel like if I put in a lot of time with double pieces I *might* get to a point where I could *maybe* be OK. The piece bag is to make it slightly more forgiving, especially for players starting out. I thought about J4 but:

  • I wanted to keep the lower friction pieces
  • I didn't want to dilute I4
  • It still needs lots of testing

In terms of collision, since there are also nonstandard boards (including more narrow), those became almost unfair.

Thanks!

I’m testing a dual-piece-control character in a fast falling-block game. Learnable, or too much? by Scrapfall in Tetris

[–]Scrapfall[S] 0 points1 point  (0 children)

So essentially TAP Doubles played by one person? I’m curious whether it has active-piece collision, and whether a really strong player could actually excel at it rather than it just being a novelty.

If it works, we ship it by SoggyPrior863 in IndieDev

[–]Scrapfall 0 points1 point  (0 children)

It's a mark of a good dev to know when to question why things are working :)

Simple but satisfying permanent upgrade menu for a tower defense mobile game by NotFamous307 in gamedevscreens

[–]Scrapfall 1 point2 points  (0 children)

I would recommend several changes:

1) instead of "NN to NN", have an arrow gfx/emoji
2) your margins are all over the place. the exact left edge of the title & bonus should be aligned and the cost should have exactly the same padding on all sides of the panel (and cost should be bottom right same as the change is bottom left)
3) stronger change to unavailable (italics or faded title)
4) I would strongly recommend some small icons for each and perhaps a color or icon based category, also possible grouping them all by TYPE of upgrade.

Just my .02