Realistic Falling Blocks by Flying Dog Fish
I'd appreciate any feedback (ratings don't count for anything in an EXTRA game). Please try the finished version: 1.00. The other version are provided here only for the curious about the process.
The game is a realistic physics-based block falling puzzle. Press any key to get from the splash screen to the main menu. Use arrow keys / AWSD to move the current (transparent) piece. The current piece stays around for a while so remember you can use it to push around previously dropped pieces. Once you're satisfied with the placement of the current piece, you can carefully tap space to get the next one. If you fill a horizontal line it will disappear. The goal is to get the highest score before running out of (limited) space.
Everything's was done from scratch during the jam by myself, only the music was composed for the game by my composer friend Aziraphal.
Tools used: - Unity (gasp!) 2021.3.30f1 - Visual Studio Community Edition 2022 - GIMP - SFXR/BFXR - Audacity
https://www.youtube.com/watch?v=cyeIWMfirn4
version info:
- adjusted position of splash / gameover screen to the exact center.
[0.99]:
- fade in/fade out the different musics
[0.90]:
- main menu so you can skip the tutorial
- pause menu (on P)
- special menu music (by Aziraphal)
- preparation for gameover music (same as menu for now)
[0.80]:
- changed gameover condition so you can't accidentally trigger it by moving the current piece around
- improved visibility of the splash/tutorial by hiding the pit behind dark glass and changing the color to white
- improved tutorial content to make it clearer
- advancing from splash/tutorial/gameover screen only requires pressing the space once now
[0.75]:
- ingame tutorial
- new (final?) version of ingame music
[0.67]:
- removed vertical correcting force, that was a bad idea
[0.66]:
- new retro sound effects (instead of voice-based)
- removed bug that prevented already placed blocks from rolling (and thus preventing mistakes to be fixed)
- reduced self-correcting force to reduce wobble
- require blocks to be (approximately) properly oriented to fit
- added vertical correcting force so blocks stay in higher level (still need to figure out how to lower them when underlying blocks are removed
[0.60]:
- new version of the music (by Aziraphal)
[0.55]:
- highscore display
- next block display
- lighter blocks that tend not to roll over as much.
[0.50]:
- added countdown sound
- Correctly placed blocks have an autocorrecting force to make the game easier. Unfortunately this introduced the dancing block syndrome.
- slightly smaller blocks so it's easier to squeeze them into tight spots.
[0.44]: - "Wireframe" falling/active polyblock - spoken sounds effects (not sure I like them) - adjusted probability of different polyblocks of the same size - less intensive side lights - higher start point for block to get more time
[0.41]:
- intro screen appear animation
- gameover screen appear animation
[0.40]:
- improved handling/heavier blocks
- draft music (by Aziraphal)
- intro screen disappear animation
- gameover screen disappear animation
- disappear/explode animation
[0.30]:
- display score
[0.25]:
- Game over screen
- splash screen
- scoring (not visible yet)
[0.22]:
- restart (automatic when failed)
[0.2]:
- first published version

Possible additional improvements:
- settings (music / sfx levels, ..)
- powerups (shake the pit, laser to destroy some blocks, bomb to destroy many) - turns out they were not really needed
- speed up so the game gets harder as you play
- online highscores
| Latest version HTML | http://flyingdogfish.com/ludum-dare/realistic-falling-blocks |
| Original URL | https://ldjam.com/events/ludum-dare/54/realistic-falling-blocks |
Ratings
| Given | 45🗳️ | 53🗨️ |
plastic (easy)
pillow (middle)
water (XD)
I hope a gave you a piece of advice)
Good luck! I`ll be waiting the game with sounds and music.
Then I clicked on the last version on itch.io (version 0.55 HTML link) and it was so completely different xD I can see how much you improved it from the 1st version. It is much more pleasing to look at, compared to the raw version. Cute intro (though I tried clicking at first), very nice models of non-placed-yet-blocks (probably my fav visual feature), music and sounds are great, colour helped a lot. I actually started making rows that disappeared, and appreciated a little "support" that placed my blocks a bit more carefully for me after I press Space. It is so much nicer when I have a bit more time to place a block and can initiate the next one myself, but I think it's a great call to keep some internal timer that can run out. Tbh not sure if I want the timer to be shown to me, I kinda like the beeps instead, looking at seconds/milliseconds would make me nervous.
Got to this point:

The rows underneath are all green, however some blocks were a bit "higher" and not in a completely straight line heligh-wise with others, probably that's why they didn't count even though they were green.
+ Overall, it's a cool take on a (tetris-like?) game, and good job on continuing the proccess&making changes! It's definitely paying off!
HTTP Response Header "Content-Type" configured incorrectly on the server... ... Startup time performance will suffer.
But it doesn't seem to have consequence.
Also having the blocks' color depend on whether they were in the correct 'cell' was a very good idea. The particle effects for forming and dissolving the text with little cubes looked very good. I also liked the music and I think that the music fit the game.
One small bug: the horizontal piece that has four cubes in a row sticks into the playing area.
interesting take on the game of tetris, I really like it!
I also like all the visual effects you added, it makes the game look really fancy and cool.
he music also helps a lot, it's long enough to where I really don't mind it at all. it's also just nice and fits the gameplay.
The gameplay is fun. I tried my best to line them up well and get as much points at possible, but things always devolved into chaos rather quick lol. I enjoyed it tho, that was part of the appeal for me!
great job on this!!
- The instructions follow the pixel artstyle. It's better than usual block of after-thought text, but sometimes, it is not very understandable (for example what is this a kind of toggle?)
- I have the impression you have to align green blocks to score, but the fact that block becomes quickly red made me think it was impossible (I thought it was like Not Tetris 2, which seems to work with a percent of filled line).
I also made a gameplay video that explains it better.
https://www.youtube.com/watch?v=cyeIWMfirn4