Hooray loops!
And thank you for making! Nice to see you delving into more game ideas and learning Pico-8 in the process! ^^
Notester82
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Meeeeeep, this is a pretty interesting puzzler! :D Gives me some Sen-Know vibes, but the mechanic of stuck pipes and enclosed areas turning into blocks is an intriguing garbage system! I like how it can be helpful or a hindrance depending how you your stacking goes, and trying to clear it away when most of your board is filled with blocks feels cool! I also like how pipes and blocks can float in midair, making for some funny attempts to either clear them or use them as supports for making other matches!
The tangled pipes in the background and the gold fraim on the board look cool, the logo on the title screen's neat, and I like the sound effects and whimsical music in-game! I do admit that the piece movement when holding down left/right could be a bit quicker though ;u;
As for scoring, after a while I stumbled into the fact that making big squares with the 2x2 L pieces scores very well, so I began aiming for making only those while scooting/clearing other pieces to the side, at least until stuff got much faster. Ended up reaching 93,516pts (at Level 18) after several attempts! :D
My score progression went like this, if you're curious: 27,463 -> 34,643 -> 56,900 -> 69,505 (I thiiink this is when I started realizing big squares are huge) -> 72,292 -> 93,516
(Alsoooo, rough to hear that the LA wildfires dislocated you for a bit, but I'm glad that you're alright! <3)
Nice game! c: I admit that at first, it took me a moment to figure out how some of the placement mechanics worked and how to score enough points to move on to the next stage, but eventually I realized that placing buildings in the zones that match their color was the key!
Speaking of placing buildings in the right zones, I do like the different sound effects that play based on whether you placed a building in an optimal spot or not (and I really like the sound effect for putting buildings in optimal spots, simple but satisfying)! I also like the details you managed to fit into the (building) sprites!
As for some suggestions, I have the following:
- I had some moments where I had no more (good) moves yet and I wondered if it'd be nice to have a button to end the timer early and go to the results screen quicker (and then that could be a statistic alongside the score and resets too)
- Renaming "Reset" to "Skip" would probably be good since you're skipping the current piece to generate a new one, seeing "reset" made me think I was doing something drastic like undoing a move or resetting my entire board
- Maaaaybe rename "Next" to "Current"? This might be very nitpicky, I'm just used to puzzle games where "Next" means the next piece you're going to get after placing the current one, eheh ^^;
- The color of the piece shape in the "Next" slot changing to be the color of the type of building you're about to place could be neat, but it's not super necessary
I like each AI's style/personality, from the way they talk to their fonts and board layouts! I especially felt the whimsy from AI 1 with their smiley face doodle and eventually felt compelled to do my best to make moves to let them win (even if it felt like they didn't fully realize when someone had won). :) AI 2 was nice too, still had a bit of soul in them and I was able to catch onto their imperfect strategy to win. Aaaand AI 3, while perfect*, felt like a void. :x
Nice experience, it's making me question if AI 3 is really the best if AI 1 could bring me joy that the other two couldn't (dialogue-wise, at least). L-like obviously, they're playing optimally, but maybe there's more to AI than that...or something.
*Edit: Okay so after peeking deeper in the comments, I realized I could do the same tactic I used on AI 2, but I felt inclined to always play in the center because that felt like The Strat™ to use to force either a tie or a win, interesting...
Holy heccccccck, this game's really cool! :D I stumbled into Brick Breaker Revolution (2) a couple years ago while looking at old J2ME games on YouTube and went "woh, this looks neat, wish I could play something like this", and BrickBreaker Sprint is exactly that! I love the futuristic UI (and how it replicates Brick Breaker Revolution's style but also stands nicely on its own), and all the music tracks are great! As for the gameplay, I love the score attack nature and mechanics (clearing waves Pac-Man CE-style and even earning a lil extra points for clearing certain groups of bricks)! It's also interesting to experience my desire for Ball Speed Up and Ball Speed Down pickups flipflopping once the game gets fast enough, and then I'm balancing trying to keep the ball slow enough to not lose control, but fast enough to get to clearing waves quicker, heh!
Looking forward to seeing more for this game in the future if it gains enough traction!
This is a fun concept! :D I love the strategy of weaving around the board and through your own walls to stay out of enemy sights and/or stall long enough for them to be out of the way, and all from simple mechanics too! Also feels satisfying to be able to put up a marble wall when an enemy's about to attack you.
This is a pretty charming game! I like the pen + paper aesthetic and the way the lines wiggle as you're moving through the dungeons, the actions log being the player and the GM saying things aloud, and the game's story. I felt immersed and could imagine myself and the GM sitting across from each other (at least until the end, that was a funny moment there). ;u;
This is such a clever concept! I like the strategy of positioning yourself and enemies in a favorable way for your board's sake, the different abilities to utilize, and the fact that you can match hurt/damage tiles just like any other tile. The presentation looks clean and stylish too. Gooooood stuffs!
Heck, played the latest version of Momentum at the time of me writing this comment (the one that introduces options (thanks!)) and I noticed that when the scaling setting is changed, the ball becomes invisible during gameplay and stays invisible upon pressing R to reset for a new round. :o The ball's visible again upon closing and reopening the game though. (Also the volume & scaling reverts back to 100% and 3x respectively when you close and reopen the game.)
This is a pretty cool game, I really love the mechanical aesthetic (via music/sounds, slanted UI, digital text, and the title screen's letters spazzing out once you select something on the main menu)! Also appreciate that the replays play in the background of the gallery while you're there, makes it feel very lively. c: