TetrisTank by shrekshao
Tetris + Besiege + Tower defense. Build your very custom blocky chariot to defend, but try to keep balance! Sometimes the more you have, the worse it is! But don't let the enemy pass through. The more the worse doesn't mean the less the better! ( You don't have to put every tetris on your tank if that doesn't fit well)
https://youtu.be/ZaCa0Hfqrzk

| HTML5 (web) | https://shrekshao.itch.io/tetristank |
| Windows | https://shrekshao.itch.io/tetristank |
| Source code | https://github.com/shrekshao/TetrisTank |
| Original URL | https://ldjam.com/events/ludum-dare/40/tetristank |
Ratings
| Overall | 97th | 3.82⭐ | 52🧑⚖️ |
| Fun | 118th | 3.75⭐ | 52🧑⚖️ |
| Innovation | 2th | 4.51⭐ | 52🧑⚖️ |
| Theme | 44th | 4.2⭐ | 52🧑⚖️ |
| Graphics | 340th | 3.286⭐ | 51🧑⚖️ |
| Humor | 272th | 2.902⭐ | 48🧑⚖️ |
| Mood | 443th | 2.88⭐ | 48🧑⚖️ |
| Given | 59🗳️ | 23🗨️ |
But what are you *supposed* to do? I see wheels but the tank doesn't drive. I see a number top left with an enemy next to it but it doesn't go down when I seem to have hit an enemy.
The idea is really cool but I really want to have a game to play, a challenge I can overcome, a system I can balance :)
(The top left enemy with a number is a ui showing how many enemies is allowed to pass through. It's like the concept in tower defense)
The weapon also create impluse and force to make it topple. Also the blocks have different weight.
1. The weapons need to be more predictable, think of it more like plants vs zombies meets tetris meets tower construction, when i'm placing a weapon block i should be strategizing about it instead of just trying to keep the tower up
2. The base needs to be a bit wider to allow for the above, three blocks is so narrow that as you've said the game is more about tower building than weapons and enemies.
Made the base narrow cuz I want you to fall lol. Should get balanced better though.
Very well done! :smiley: :clap:
I think this game has a ton of potential. The tank needs to be drivable, and there should be more weapon/block types, and more enemy types.

I think I broke something. It won't let me spawn any more blocks.
On the upside, I have no problems with attackers anymore. ;)
This game is an outstanding achievement and I would strongly encourage you to continue working on it to make this a complete game. I'm sure there would be a lot of takers (careful though with commercialization though, I hear the Tetris Company is really restrictive about their game idea).
I had a lot of fun trying to get the tower as big as possible. The attackers seemed to be more like an afterthought to justify having weapons on the tower. Maybe if the guns took a more active role (engage the enemy directly) while the attackers more aggressively go for the tower instead of just passing by, this might have given the game a little more urgency. Maybe make the attackers come in waves, like in a Tower Defense game, only that you only have limited time to prepare your tower.
The physics may need a little more polish, although they are a lot of fun already. I found it difficult to predict which gun's effects would counteract my other construction. Maybe you could have each weapon fire at a fixed interval. You could mark them with numbers, so that all "1" guns fire at the same time, all "2" guns fire at a different time and so on.
That way, the player would be able to counter the guns' effects, e.g. by placing a "1" gun facing left and another one facing right so that both fire at the same time in opposite directions which would give balance to the tower. Same for the morning stars. All "1" morning stars would be in the "up" position at the same time, so having too many of them on one side might imbalance the construction etc.
Control-wise I felt that requesting the next block manually was unnecessary, since you could always just shove it out of the way if it didn't suit you. The drop speed of the block was alright but the manual motion was too slow for my taste.
Graphics are very adequate for this type of game and it became immediately clear what was asked of the player.
To sum it up, I believe this is a diamond with some rough edges that very well deserves a bit more polish. I enjoyed myself immensely and despite all the criticism I have to say this is one of the most fun and innovative games I have played so far.
https://ibb.co/c0DWpb
I also made a gif in case nobody believed me, but it's 8MB and I don't feel like finding out how to resize animated gifs without problems.
https://files.fm/u/emuuxxff
However, I can tell you what I did.
I realized that if you start putting an L-Block on the left side of the car in the beginning (like in the picture), it will not imbalance the tower (on the right side it will). Then put another L-Block on the right (in the pic one element is missing because the car tipped and it lost one block. After that try to add S-Blocks to either side (first left, then right) if possible to grow in width. Keep the mass roughly in the center.
In the beginning I try to avoid morning stars and only add them later. And I prefer machine guns over cannons because they seem to destabilize less. Once you surpass a certain height you can add whatever you want, the tower should be fairly stable because all guns are firing in all directions which evens out the effects. Something like that.
Note that this technique sometimes causes the game to crash. When the car tips and the L-block hits the ground, sometimes the whole cart vanishes and I have to restart the game.
Great game though, good job!
I agree with some other commenters - this deserves a post-compo version. I'm thinking powerups etc? The two tanks duking it out sounds like a cool idea too.
Also no game targets, now it's just4fun game. Believe you can make full game from this prototype!
I've seen your video on bilibili. good job. One thing I want to point out is the game pace. There is no pressure for player to add more turrets.
Conceito interessante, o jogo parece um pouco lento, mas tem potencial. Parabéns pelo projeto. :flag_br: