The music sounds compressed.
Some point in level 4, it seems you intentionally set a trap to kill the player with monsters. It's annoying that you wait half the level to do this.
I like that some things, you teach the player without a text box. However, there are some things you can let the player figure out, but don't. (Like how different enemies behave differently. This is already expected.)
Level 7 was very short compared to any earlier level. 8 too.
Many of the level 9 lessons have already been learned, but weren't given much attention. Still, I haven't forgotten. You
could just let the player learn through experimentation since the solutions are obvious even without knowing why they work.
That's about where I stopped. You did a good job. Lessons are learned at a good pace, there's a good amount of complexity.
Quote:Original post by Lode
Any ideas how I can make this game feel less laggy, and still have the ticks?
In old Tetris games, blocks went slowly down in increments, kind of like your "ticks" thing. So, how do I rotate and move the block, keep the increment, and not feel like it's lagging? The tick can be truncated on different events! Either timed, or on valid input.
That's how they seemed to do it there. You might be able to see that technique if you can find a Tetris that does this. It really is unacceptable this kind of lag.