Hold Out by wareification

Description
Typical block stacking game, with a twist. Filling a row with blocks will clear it and award some points. Keeping hold pressed allows the player to defer the clearing of completed rows for a bonus multiplier.
Controls
- Arrow Left - Move falling shape to the left.
- Arrow Right - Move falling shape to the right.
- Arrow Up - Rotate falling shape clock-wise.
- Arrow Down - Accelerated drop of falling shape.
- Space - Hold back scoring of completed rows.
- Escape - Quit the game.
| Windows | https://www.dropbox.com/s/eb3xiwrdmxf545u/hold-out-windows.zip?dl=0 |
| Original URL | https://ldjam.com/events/ludum-dare/40/hold-out |
Ratings
| Overall | 540th | 2.974⭐ | 21🧑⚖️ |
| Fun | 599th | 2.658⭐ | 21🧑⚖️ |
| Innovation | 421th | 2.974⭐ | 21🧑⚖️ |
| Theme | 511th | 3⭐ | 21🧑⚖️ |
| Graphics | 580th | 2.579⭐ | 21🧑⚖️ |
| Given | 26🗳️ | 7🗨️ |
* Make the play space less busy. The white background grid clashed too heavily with the foreground blocks;
* There doesn't seem to be much penalty for preventing the blocks from clearing, other than just getting tired of holding down SPACE ;)
I think some music would add a lot of life to this game, but with such little time, I understand the need to leave this out.
Good job!
For that, well done, also nice new mechanic you're bringing to a classic. It made the game so much more satisfying to get that perfect 4 lines in one go :)
If only this game had some sounds as well, but no worries :)
Good job! :)
I was confused at first as to why "hold" existed, and it was only once I held something that fell into place did I realize that I could gain more points by holding onto the clears, but doing so makes it harder to deal with the board. It's nice to see something that both provides a challenge when using it, but is a compelling option to use for high scorers.
Personally I'm torn between whether the "aha!" moment I had was better than it possibly being made clearer going in as to why you would want to, so take from that what you will. Overall that twist fits the theme nicely.
I do understand straying from the source material, so I can understand the piece changes, but there are some things that are pretty standard in stacking games that I feel are missing from this that would make it a bit more playable. (Although, these are merely suggestions, and may only bug someone like me who plays **a lot** of Tetris)
- The accelerated drop seemed to only work if I mashed the key, whereas it's standard for holding the key down to keep it going quickly. The controls help leads me to believe this might have been the plan? I only know what I was able to get from this, and that it was frustrating to mash a button to speed things along when I know what I want to do.
- Pretty much every version of Tetris (except for maybe the originals) would let you delay the piece locking by rotating the piece around, although not indefinitely. Here it seems that the time it takes to lock is dependent purely on how long it is touching another piece below it for, which makes it difficult to put pieces into awkward positions. This also made it difficult to pull off t-spin equivalent moves.
- A ghost image to show where a piece is going to slot in directly down is really helpful for speeding up recognition in a player in regards to where their piece is, especially since it allows them to keep their eyes on where they want the piece to end up, yet still immediately know the position and shape of the piece they've received, which is especially helpful when there isn't a part of the UI showing you the upcoming pieces. It not being here was only a minor inconvenience though.
- I found myself receiving the same pieces several times in a row which made certain boards of the game particularly difficult to deal with. It's standard for the sequence generator to instead of just picking what a piece should be randomly, but to instead generate [sequences or bags from the set of pieces](http://tetris.wikia.com/wiki/Random_Generator) to make it feel more fair to a player, and not like they're being screwed around by the RNG.
I am aware that just because something is standard, you don't necessarily want to implement it, or have time to do so in a particular version, and you might consider that some of these suggestions would not work in this particular game. I just happened to find them bothersome due to being an avid Tetris player, and feeling their omission made the game needlessly difficult.
Thanks for the fantastic feedback!
The new shapes made the game more challenging, which I liked. I somehow found it a little slow, so maybe you could make everything go faster or allow letting the blocks fall or holding the down arrow to not have to press it multiple times. With a faster pace your twist would really come to shine, I think.
Thankfully, these are solvable problems. If you want to keep working on this game, and I hope you will, I'll give you some tips. First, join the Tetris community and ask for testing. You will get some valuable feedback, even if some of it might be harsh. Second, you should rename the HOLD to FREEZE or something, just because there is already something called hold piece in Tetris. Third, make control settings screen, allow for two rotation buttons, and fix the soft drop so we won't have to mash. Fourth, design a decent randomizer, which is needed to fight unfair level of randomness in this case.