LonamiWebs/Klooni1010

Discussion: New game modes

RustanHakansson opened this issue · 2 comments

The game feels very much the same when starting out and when you have tons of points, there is no sense of progression.

The game has two game modes, although one is hidden #69 . Maybe there could be space for more game modes? Some examples:

1: Additional tile sets (classic Tetris, FITS set, etc)

2: Bonuses for each new cleared line size (so first time you clear 2 lines at the same drop you get a bonus, also first time you clear 5 etc).

3: Possibility to discard a piece, limited in number of times you can do it, possibly combined with the above bonus to get discards this way.

4: Variation in board size

5: Progression in what tiles you are given, the more points you have the more and harder pieces may appear. Introduced as rewards, things you unlock with higher score.

6: Combining 4 and 5, so that you start off with a small board, few and easy pieces, and progress to bigger boards and more difficult pieces. Possibly set up as 2 different ways to play, one a "story mode" with progression and levels to clear, and the other "arcade" when you choose a board size and corresponding difficulty of pieces.

7: A countdown mode where you do not count down time, but score. You start off with 10 points, gain the score you gain now for everything, but every placement means you lose 1 point. Then after a while you start to lose 2, then 3 etc. so it becomes steadily harder, a bit like Tetris speeding up but in a relaxed way where you have time to think. If the score ever goes down to 0 you lose. The actual score you get is the number of pieces you manage to place.

there is no sense of progression

There are themes and effects in the customization shop that you can purchase the more points you get over all. Of course these run out eventually. Regardless, this is a game to kill some time and mimics the original 1010!, there was never a goal to make it "infinite" other than being able to kill time or beat your score.

although one is hidden #69

It's not hidden? The green button starts the normal mode, the blue one starts the timed mode:

image

Additional tile sets (classic Tetris, FITS set, etc)

That could be interesting. Maybe it could be purchased in the customization shop and it changes your game mode. It should remain simple for casual players though, and these other tile sets would need another score.

Bonuses for each new cleared line size

I think that could be a bit confusing, "why did I get so many points from that but not anymore?". There are already bonuses for clearing more than one at once.

Possibility to discard a piece

That could be interesting, but how would it interact with the game over? You only have one piece left and can't place it anywhere. Are you forced to discard this? Would users know this or would they get stuck "the game is not finishing"?

Variation in board size

Maybe even shapes?

Progression in what tiles you are given

A tile that could be easy to fit at one point could be hard at other, so I'm not sure how well this would go.

one a "story mode" with progression and levels to clear

That would be a really, really large addition.

A countdown mode where you do not count down time, but score

So like the current countdown but with less pressure.


These are not bad ideas, but some are quite not trivial. I don't think I'll be implementing these any time soon, and I'm not sure I want to kill the simplicity of the game. I'd like to see a fork with story mode though.

there is no sense of progression

There are themes and effects in the customization shop that you can purchase the more points you get over all. Of course these run out eventually. Regardless, this is a game to kill some time and mimics the original 1010!, there was never a goal to make it "infinite" other than being able to kill time or beat your score.

I meant some progression within the single game you are playing. The unlockable things are completely separate to me. Similar to classic Tetris going up a level and the speed increases, was my thinking. The best way I can think of to do this is the downward-counting score suggestion below.

although one is hidden #69

It's not hidden? The green button starts the normal mode, the blue one starts the timed mode:

image

I did not understand what the blue button was for, I likely clicked that accidentally (as I have the oversized start screen issue).

Additional tile sets (classic Tetris, FITS set, etc)

That could be interesting. Maybe it could be purchased in the customization shop and it changes your game mode. It should remain simple for casual players though, and these other tile sets would need another score.

Yes, separate scores based on what mode you are playing would be needed. Doing one more set of tiles is likely the most interesting thing to add.

Bonuses for each new cleared line size

I think that could be a bit confusing, "why did I get so many points from that but not anymore?". There are already bonuses for clearing more than one at once.

Yes, likely not ideal.

Possibility to discard a piece

That could be interesting, but how would it interact with the game over? You only have one piece left and can't place it anywhere. Are you forced to discard this? Would users know this or would they get stuck "the game is not finishing"?

Probably not ideal either.

Variation in board size

Maybe even shapes?

Yes, having holes or walls in the board so that it is not a square would be interesting, and maybe not overly complex. Filling up a row or column against a wall would clear it, but not filling up to a hole.

Progression in what tiles you are given

A tile that could be easy to fit at one point could be hard at other, so I'm not sure how well this would go.

Probably not that great an idea.

one a "story mode" with progression and levels to clear

That would be a really, really large addition.

Yes, big and not clear how to do it.

A countdown mode where you do not count down time, but score

So like the current countdown but with less pressure.

Exactly. The normal play mode is relaxed, without time pressure, and this would be the same way but with more pressure to score points now instead of building up to big combos.

These are not bad ideas, but some are quite not trivial. I don't think I'll be implementing these any time soon, and I'm not sure I want to kill the simplicity of the game. I'd like to see a fork with story mode though.