Slay the Spacetris by Shinta
The AI that managed the space shape processing unit broke down and you must finish the work.
Cut, rotate and transmute your way to victory!

| HTML5 (web) | https://coffeecup-winner.github.io/ld42/play |
| Source code | https://github.com/coffeecup-winner/ld42 |
| Original URL | https://ldjam.com/events/ludum-dare/42/slay-the-spacetris |
Ratings
| Overall | 323th | 3.643⭐ | 23🧑⚖️ |
| Fun | 378th | 3.452⭐ | 23🧑⚖️ |
| Innovation | 126th | 3.786⭐ | 23🧑⚖️ |
| Theme | 574th | 3.524⭐ | 23🧑⚖️ |
| Graphics | 1037th | 2.682⭐ | 24🧑⚖️ |
| Given | 24🗳️ | 11🗨️ |
*2 mins later*
oh my godddd i messed up
its really fun and addicting
One thing though, is there a way to win? I managed to remove all the blocks, got rid of all green and all blues and was left with only red and nothing to do with them. Near the end I discovered transmutation and got blue blocks to fill in an extra upgrade, but ended up 1 short! (I'll admit I thought it was by design, and the way to clear the game!)
Regardless, the fact that I even got that far in is testament to the game. Quite fun.
@CandleBird: you're lucky there was a tutorial at all! (Just kidding, you're right that the UI is obscure. That's what happens when you commit the intro sequence half an hour before the deadline and barely make it at all).
> ehh this is easy
> 2 mins later oh my godddd i messed up
Haha, my evil plan / game design worked!
@Team-Trout: did the mouse cursor change its icon when you couldn't drag? Are you using Chrome? If so, my guess is that you're running into https://ldjam.com/events/ludum-dare/42/noahs-help-1/fix-for-mouse-drag-issue-in-unity-webgl-build
Just out of curiosity, does anything happen if you fill the upgrade meter after buying all the upgrades?
And nope - nothing really happens, we should have disabled the upgrade bar after the last upgrade.
Good job!
@martintristan, thanks! We actually started with just a cutting mechanic since we thought it would be fun to "physically" cut blocks, and then built the rest of the game on top of that. Good point about dragging - I playtested the game on the touchpad a couple of times before the final submission, so I definitely feel your pain :D
@ijzm, thanks :) Yeah, we have a mental note to work on UX earlier in the process next time, but on the other hand it's also nice that the mechanics are still discoverable and people figure out what to do to win despite the limited information. We didn't manage to implement dragging that was both smooth and grid-snapping in the time that we had, but hopefully it was good enough (we think it is :P). Victory screen was not implemented either, so cutting/disposing of all blocks == winning the game. As for limiting the number of blocks - it's an interesting question since theoretically we could go infinite blocks/score points for cutting way, but it would have been so much more difficult to balance (especially if the block sequence was random and not fixed - we tried that at first and it didn't feel right).