!! SUPER DUPER TETRIS !!
Genre: Arcade
Type: Prototype
Engine: Unreal
Tools: Blueprints
Role: Designer/Programmer
Team Size: Solo
Super Tetris is a project that I took on with the purpose of better understanding blueprints and Unreal Engine. In order to develop my technical skills and publish a short and polished game. From its conception the goal of the project was to attempt to re-create a mechanic that I was already familiar with. After short-listing a few ideas I realized that older classic game titles had simple gameplay loops and easy to dissect mechanics.
And what game is more classic that Tetris?
Design Challenges
The main goal of the project was to develop my technical skills, there were still important design questions to answer
How big should the board be?
Board size effects 2 main points of interaction. How how quickly players can score a Tetris and how difficult it is to keep the board clear.
Initial Concept:
A 10×10 grid was the first version of the games board and it came from the original Tetris being played at 10 blocks across.
This was unplayable.
During small playtests with friends and other developers it would regularly take over a minute and a half to even set up a for scoring Tetris. The board was simply too BIG.
Iteration:
The board had to be reduced, my first approach was to try to match the approximate number of pieces needed to score a Tetris in 2D and try to translate that to the number of pieces needed in 3d.
This did not work, it was too difficult to come up with a meaningful value for the number of pieces needed for a Tetris for either the 2D or 3D version.
But it led me to use time until Tetris as a better goal for adjusting the board size.
Final Version:
Although Tetris but in 3D is a novel idea it is by no means ground breaking. Players will likely only play until they loose for the first time or make a mistake that ruins their “set up”.
Players felt exasperated because the gameplay was slow and they didn’t want to wait/rebuild back up to the fun part. !!Super Duper Tetris!! has to be tuned for shorter games and frequent & obtainable Tetris’s.
Many playtests showed players quitting or resetting early on in gameplay if
They were unable to score a Tetris or double Tetris within the first 90 seconds.
They made a mistake that blocked a big score they spent time setting up for.
Got the same block 4 or more times in a row
10×10
6×6
5×5 Board Size:
I wanted players to feel “set up for a good round” within the first 60 seconds of play. This ended up being a goldilocks zone between a slow or cramped gameboard.
Initial Prototype
Juiciness/Game feel
Gameplay/Menu Sounds
Animated movements
Pixilated shaders
UI Responses when scoring/Increasing speed
Specialty fonts
Download Game Files Here
Polishing Gameplay
All of my polishing efforts went towards having the gameplay feel smooth and like a Tetris game
Responsiveness/ Feedback
Blocks lighting up when scored
Highlighting blocks player currently has control over
Guidelines showing where blocks will land
Visual ques when players bump into barriers/temporarily loose control of blocks
Demo Gameplay