DeepTris by hilkojj

DeepTris; like Tetris, but you have to dig deeper and deeper.

Play in browser!
Chrome(ium) is highly recommended. The game runs laggy in Firefox.
You can also download the game for Linux or Windows with the links below.
Controls:
- Move left: left arrow
- Move right: right arrow
- Rotate right: up arrow
- Rotate left: Z
- Place piece: Space
- Hold: C
How to play:
The game board slowly moves down, your task is to clear the lines at the top of the board before they disappear. You can remove the dot-blocks by "placing" the falling pieces on top of the blocks using Space.
If you fail to do this on time, the dot-blocks will cross the limit height and start to disappear, leaving "death"-marks:
Once all squares are marked the game is over!
Gameplay video:
Take a look at how I play my own game (not very well). https://www.youtube.com/watch?v=LKBsihxy8lg
Tools & libraries used
- Blender 2.79
- Blender to .ubj exporter
- Audacity
- beepbox.co for my awful attempt at music
- Aseprite
- My 3D render engine
- My C++ Game Engine with Lua scripting support
- C++/OpenGL/Lua
- G++/MVC++/Emscripten
- EnTT: entity component system
- sol2: Lua scripting
- ImGui: Debug UI
- CLion (any other C++ editor will do too)
I made this game using my own C++ Game Engine. Most game logic related code is written in Lua.
You can even use an in-game Code Editor to change the game's code in real time! Press D to enable the developer tools of the game engine. You can also download the game, open the assets folder and edit the scripts.
All feedback is welcome!
Ratings
| Overall | 169th | 3.804⭐ | 48🧑⚖️ |
| Fun | 288th | 3.587⭐ | 48🧑⚖️ |
| Innovation | 78th | 4.033⭐ | 48🧑⚖️ |
| Theme | 517th | 3.478⭐ | 48🧑⚖️ |
| Graphics | 183th | 3.891⭐ | 48🧑⚖️ |
| Audio | 487th | 3.065⭐ | 48🧑⚖️ |
| Humor | 612th | 1.861⭐ | 38🧑⚖️ |
| Mood | 702th | 2.78⭐ | 43🧑⚖️ |
| Given | 51🗳️ | 62🗨️ |
P.S. text rendering is somewhat broken in the web assembly build.
Had a poke through the repo and noticed that your history goes back a couple of weeks, but I guess this is all non-game-specific engine work? Is it your own engine?
Yeah, I started working on a 3D render engine on top of my own game engine a while ago. I used that as a starting point. I explained a bit on this page and on the repo's readme about how the game is made.

Very well done for a 48 hour project.
Keep up the good work!
That being said, I do have two nitpicks. One, you can't bring your pieces back up once they've dropped down, which is frustrating and doesn't really mesh with the goal of precise and creative block placement. And two, I think the lose condition is a bit strange. Since you need to fill up two whole rows, I could theoretically keep building a tunnel down one column and never lose. Seems to me that a system that checks how many blocks total you've lost would be a more logical solution.
Yeah I guess I could allow the player to move the pieces back up, I did not find that to be an issue during playtesting though.
I do really agree on the lose condition being strange, that's a design flaw. You would never lose, but you also wouldn't really gain extra score, because all the crossing blocks will give you negative score points as an punishment.
I might take some time in the future to give this game an update with a better lose condition. :)
nitpicking, it's annoying to not be able to move a piece up, but at the same time, it feels like pieces start too high and that it's too slow / cumbersome to move them down quickly. Maybe they could start at the edge of the pile, and then have a timer until it's automatically placed?
I also agree that the losing condition is unclear. Maybe each lost block would add a row of blocks, and you lose when the column is touching the top?
https://youtu.be/R25_tXZwmbw
Very unique take, I quite enjoyed it, it's a great and fun challenge!
> Sent from my Firefox browser, which played the game just fine
