Show HN: Angularis – like Tetris, but based on triangles
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Re: Show HN: Angularis – like Tetris, but based on triangles
#121. Given you have triangular blocks and diagonal movements, the board should probably be angled too instead of rectangular. Maybe experiment with having a tapered bottom to the screen.
2. In Tetris ever piece can connect with every other piece to form a new block. This isn’t true here. You have some blocks that are squares (orientated with a flat bottom). Some that are squares by diamond orientated (ie rotates 45 degrees). Some that are entirely diagonal. This means that a lot of the pieces do not work together. You’re also effectively creating 8 different orientations to match rather than 4 while still only allowing shapes to rotate in 4 different orientations. So you need to spend a lot more time deciding upon what pieces are available. I don’t think having more pieces is the solution here either because you just reduce the likelihood of a piece you need from dropping.
The controls work surprisingly well on mobile though the drop button is a little too Easy to accidentally hit. But that’s nit picking because it’s a pretty decent experience otherwise.
Re: Show HN: Angularis – like Tetris, but based on triangles
#13Re: Show HN: Angularis – like Tetris, but based on triangles
#14Re: Show HN: Angularis – like Tetris, but based on triangles
#15(I only managed to clear one row.)
Re: Show HN: Angularis – like Tetris, but based on triangles
#16Took a while to get used to it, but I was very satisfied to clear a few lines.
I was curious what effect it would have to change or add to the concept of "row" to be not horizontal, but instead a "strip of contiguous triangles from the bottom to one of the sides." I might also try instead of a flat bottom, one shaped like an inverted triangle.
Re: Show HN: Angularis – like Tetris, but based on triangles
#17It would be cool if you rendered the (triangular) grid, and showed a drop preview. In its current state, I never have enough confidence to hard drop.