Shrinkage by woubuc
Shrinkage is a take on Tetris where the difficulty is generated by the fact that the game area shrinks when you complete rows. Score combos to expand, or die when you run out of space...

| HTML5 (web) | https://woubuc.itch.io/shrinkage |
| Source code | https://github.com/woubuc/shrinkage |
| Original URL | https://ldjam.com/events/ludum-dare/42/shrinkage |
Ratings
| Overall | 289th | 3.485⭐ | 67🧑⚖️ |
| Fun | 220th | 3.5⭐ | 67🧑⚖️ |
| Innovation | 618th | 2.615⭐ | 67🧑⚖️ |
| Theme | 225th | 3.823⭐ | 67🧑⚖️ |
| Graphics | 212th | 3.623⭐ | 67🧑⚖️ |
| Humor | 456th | 1.925⭐ | 55🧑⚖️ |
| Given | 64🗳️ | 20🗨️ |
Pros:
- Really nice Aesthetic. (Rounded edges on game outline and all!)
- Good solid gameplay!
- Sticks to the theme well!
Cons:
- There is no hold. (While I am not usually a fan of holding blocks, it would be helpful since the area gets smaller!)
- There is not enough of a buffer when a block hits the ground/another-block to when it is considered "placed" a few times I was trying to keep moving but it placed the block instead -_-
Overall really solid game!
The graphics are minimalist which I think is absolutely perfect for Tetris and you captured the theme well.
There are some (in my opinion) necessary mechanics from Tetris missing (such as previewing the next block and being able to move a block on the ground before it's considered to be placed) but all in all it's alright.
All that said, this game is surprisingly good. I'd find myself going to causally clear a line because it was easiest at the time when suddenly I'd realise what I was about to do. I'm not sure if it's just because I'm familiar with normal tetris or if this is an actual smart innovation upon the formula, but as of right now this feels like a genuine mechanical improvement rather than just a gimmick. I see people say that the genius of tetris is that the difficulty adapts to your playstyle, which is all right but having that extra pressure there makes this a lot more interesting.
I do have a couple of issues however. Firstly, I think you should start with more lines to get back or some intensive to over achieve from the get go. As far as I can tell, there's little pressure/use of the new addition if I'm already at full screen so the mechanic feels a little under utilized. Then again, you do lose a line if you only break one line so perhaps this is a non issue.
Secondly, is the hold. There doesn't seem to be one which is a slight shame.
Finally is the rather big bug that my piece disappeared. Literally, it's gone and the games softlocked because of it. I think I glitched it through the wall or something.
All in all, whilst very unpolished it has a clean look and the mechanical addition is very interesting and actually effective.
Could do with a few of the other Tetris features (Hard drop, hold). Very clean art style, but preview could be clearer.
Controls feel a little sluggish at points and I also got a bug where the pieces all moved to the left.
The tetrominos are almost immediately locked when they touch the ground, which make placing tetrominos underneath overhangs hard.
I feel like the size changes could have used a little more oomph, they're relatively hard to notice.
Most of the other issues and missing features mentioned are things I recognised myself when working on the game, but didn't have the time to implement or polish. I'm not sure yet but if I do decide to continue working on the game to properly finish it, those things will definitely get fixed.
Really, the concept is something interesting, but playing it for even five minutes and one sees that it's basically just tetris but harder. The added mechanics make no difference to the gameplay other than demanding that you make more than one lines at a time. It. Is. Tetris.
In addition, the pieces drop way fast and that makes it much harder to get to the extreme left and right, especially if you made "mistakes" in making a line.
I really don't see how the addition makes any real difference. It's like playing Mario without mushrooms. It's just harder.
Then i realised i was wrong :D
2 small things: The start speed is maybe a bit too fast, and there is no "instant drop" key. You can accelerate fall, but i prefer an instant drop.
However, there's a more subtle issue underlying this, which is a belief-and-expectation issue, and this is make-or-break for casual puzzle games. Tetris works because the scoring system and core interactions reinforce the line-filling pattern at each step. If you are five years old, like I once was, and sit down with NES Tetris and play to pack blocks together in interesting shapes, you will eventually by accident match one line. And when you match one line, then you try to do it again, and by accident match two. And so on, until the goals of the game are clear and you are in the realm of advanced Tetris strategy. At each step, it's coherent with what you understood before: the game ends because the blocks reach the top. If I pack the blocks tightly, I can play longer. If I make a single line, I can play longer. If I make two lines, I can play longer... and it's all constantly reinforced, because it's intuitively satisfying to pack together the blocks.
And in this game, the design pulls out the welcoming rug from underneath and goes, "hah, matching one line, what a noob!" Which in turn defeats one's desire to explore further. It's very hard to adjust how Tetris scores and reinforces play without disrupting player belief.
In a lot of other LD rating threads I remark on how the game scenario could be reworked to reinforce the game mechanics better, or vice versa, because there's usually some thematic coherence to rely on, where you're like, "oh yeah, bullets do damage in real life, that's why touching bullets in this game makes my HP goes down!" When it's an abstract puzzle game, you're just going on more base aspects of human nature, and with blocks that usually means stacking, ordering, pushing them together. It's very hard to change the formula given everything else about how the game works.
But all the same I really appreciate that you did this because although I had an understanding of Tetris being a form of the belief "it's fun to play with blocks"(which is broadly applicable to block-pushing games or building games like Minecraft), I didn't realize until now that it was also about reinforcing a specific way of playing with those blocks.
I have rated your game, but all of my feedback was captured in the stream. It was in the middle.
You can hear my comments in the archive at https://www.twitch.tv/videos/299357576?t=02h44m40s
If you're aware of the rules the 1-line penalty is a good incentive to try to remove more lines in one move.
However, it also becomes unforgiving once you've made a mistake, so in tricky situations the fastest path to safety (remove gaps and other stuff as fast as possible) adds some extra stress on the player.