I wont lie, I watched the video all the way up until the reminder to like/sub, and then when i looked at your sub count, i was shocked. The amount of effort put into this video, I didn't even think twice as to if you were a big youtuber or not. Really awesome work.
@@MiklPickle Legit the video quality is so far above and beyond, I just assumed he was at like 100k~ subs. This guy's gonna go places if he keeps it up!
True, but the game would be basically unplayable without the locking mechanic. Plus, the softbody physics still drastically change the way the game is played
Awesome stuff! The lack of grid movement in these softbody animations always reminded me of "Not Tetris" (basically the original Tetris but the pieces don't snap to the grid), so it's awesome to see that together with the softbody physics! Nice job :)
Great use of Obi Softbody there ;). Would it be ok with you if we featured this video in Obi's official forum? ("made with Obi" section). Keep up the good work!
Please, go ahead! Thanks for reaching out. I'm really enjoying working with your product, the tool is great and you provide amazing support. I highly recommend it!
9:10 well when the pieces lock like that, this doesn't at all resemble the softbody tetris videos! this is closer to Not Tetris, since it's free position/rotation and fuzzy clears (although Not Tetris chops each piece on the clear axis, not nicely into smaller pieces like you do)
A bit of constructive criticism if you will: You seem to have arrived at pretty much the same game that has been mentioned a million times in the comments at this point, that being "Not tetris". I would argue this is due to the "locking up" of pieces you described, basically removing the core of the game - soft body physics. I understand that you were trying to make a game out of the videos you saw on RUclips, but you then essentially bailed out of it by all the constrictions given. The choice of not cutting the pieces by a plane to keep the game more rigid was probably one of the few things that could've made the final prodcut retain at least some of the original intended ideology. Obviously you can't make mechanics like Tspins very well since you're working in a non-discrete environment, but the fact that soft-drop is not included feels very weird, since it's just a matter of adjusting the gravity for the currently handled piece. From the constraint of performance issues that you've been present with can also arise a decent idea. Making soft body physics in a 2D environment is much less resource heavy and much simpler to make as well. It would accomodate the original idea neatly while making it both less of pain to make and to run while still keeping the spirit of tetris alive. Who knows, with some clever rendering tricks with some background softbody tiles being tied to the frontground main soft body pieces, you could maybe even achieve a similar feeling 3D effect. All this being said, it was a pretty fun video to watch nonetheless, thanks for the upload!
I would love an alternative version that had the original bouncyness (where the pieces did not stop moving after landing) You could make the "gap allowance" bigger, to make it be still fun. Or a couple of different "difficulties" where it allows you bigger gaps and each player can choose how easy they want it
don't worry man, the algorithm is working (at least a bit) I started googling stuff about devlogs a few days ago and this got recommended to me!! loved the idea, editing, everything. cheers!!
I'm so glad that you're gaining so many subs and views so fast. I know that you have what it takes to make your channel big and successful, because you've already demonstrated it. I love the video about single player chess. I managed hippodrome and four corners in 22 moves, and opposite corners in 18. Perimeter in 39 but I'm sure all of those can be done much more efficiently.
Oh my god this is the most underrated channel I've ever seen in my entire life I thought you had millions of subs... WELL THEN, since you don't, I'll subscribe so you're 1 person closer to a million. Great quality vid and game.
It's amazing how much quality can be found in your videos despite your channel size. I think you have great things ahead of you if you keep up what you're doing!
This is a very well made video you edited this very well, and you explained everything to a reasonable amount. this video deserves to blow up even more.
When I saw your video/channel/content, I thought you had more than 10k subscribers, but the fact your so small, it’s insane! I got recommended to your channel, so I think you might start getting famous soon…
pretty sure you missed the part in the videos about this that make the Tetris pieces go into their location to fit in place like regular Tetris, thus making them not go in weird angles
Wow, this is such a high quality video I didn't even realize you were such a small channel. Really happy for you that this kinda blew up and I liked and subbed on both my accounts! Keep up the good work man.
Can't wait to see more, hope your channel booms! I seriously thought you had 1000 times the subscribers and didn't think twice, I misread it at first. Criminally underrated channel!! I'll be checking out that adaptive music video then :D. Really, really cool stuff you've got going here. Oh, and that jelly guy is hilarious to me. Floppy Red as the channel mascot? 😂
You don't need to rempve rotation completely. Just change the friction between pieces and walls, so they easier fall into places that align them. edit: I think lower friction and higher rigidity along straigt parts.
I think this would actually be really cool to play.. I realize this would most likely be a bit easier said than done, but it would be interesting if you added a physics options menu to really customize player experience. I think, generally, just including the softness of the blocks and the "lock hardness" would be really fun to mess around with.
Ayo, this guy only has 220 subs??? MY MAN THIS IS AMAZING FOR SUCH A SMALL CHANNEL And as a decently experienced tetris player myself, this is a really interesting version of the game :D
Instead of casting rays to check for blocks for a line completion, you could use a grid system. The tolerance of the line clearing would then be decided by the size of the squares in the grid.
I think some sort of magnetised invisible grid for the blocks... or shapely blobs I guess, to very minutely stick to would be pretty useful to prevent wonky behaviour where clearing a line becomes inconvenient, that or perhaps the blobs become more and more rigid towards the bottom, not solid, still slightly bouncy and squishy but not too jelly-like may allow the blobs to form more cohesive patterns.
honestly I feel like most of those mechanics that you avoided adding would've have worked in softbody tetris anyway lmao this is really nice c: and really pretty!
You should look into Not Tetris. It cuts pieces exactly how you describe at around 4:08 and it works just fine, given about a one-block-wide forgiveness threshold.
I've been wanting a real "tetris with physics" or soft-body tetris for a long time, since I saw a demo animation at least 3 or so years ago. Your video was edited really well, and I love the attention you give to explaining the techniques you use and the reasons you design and tweak specific features. I already liked the video pretty early in, but your... plug? I can't think of the term right now, but what I'm referring to is you asking for a like to help with the algorithm. You sound humble, and something about the way you speak, and maybe your accent, just sound really calming to me. At that point in the video you got a sub from me. Thanks for making this game. Keep it up!
I'd say it looks good so far but what I found most statisfying about the c4d4u softbody tetris vids was the way the pieces drop, bounce and then slide into the correct place, possibly moving others into thier correct position aswell. Surely that is far easier to do in a prerender like c4d4u did but i think just making the pieces not stick together like they do in your game would just about solve this. Also idk how this would affect your game at the moment (I think you said smth about this in the vid but i cant recall and dont feel like watching it a second time immediately), but i think you'd no longer need tolerances in the lines.
Perhaps this would improve the game: 1. remove friction between pieces, but have max friction on the ground 2. lock piece orientation once it touches another piece 3. let pieces settle naturally, with no friction it'll form good enough foundation. 4. reduce area to have nearly no gap margins. with no friction pieces will be able to slide into places better.
When I seen this the first time I thought It was with like, 500k views but this is SO UNDERRATED! I'm glad recommendations picked up on you, huge guy. Glad to be here In the begining Also sorry for the bad language I'm not from English speaking country
i think a fun way to adjust this would be to have them be extra squishy and have alot of play upon landing, but then once at rest (or at ideal 90 degree angles after landing) lose most of their squishyness to become more rigid bodies as opposed to simply locking them into position and creating odd landing angles.
It would be cool if the tetrominoes took a little bit to harden into a locked position; maybe they could be transparent like a gummy bear when they come down but they become opaque as they harden.
It''s at least better than Tetris 3D for the Virtual boy In all seriousness this is a great game! I've been having a lot of fun with it, and the gamplay is interesting. The two changes I would make are: 1. For tetrimos to not stick to the sides of other tetrimos while you are dropping them, since it will often count the piece as "placed" even though it hasn't touched the ground.This will automatically drop the next piece, removing any further input. 2. There also needs some leeway for when a piece touches the ground for you to "slide," allowing you to move them a few tiles across the ground. This is an important mechanic that is essential for placing pieces under one another. Again, I loved the game a lot. These are just nitpicks from someone who has played a lot of tetris.
Thank you very much! Indeed the game is missing these mechanics (and more, as you probably noticed), I just felt it was enough for me to learn about the topic and to share here with you. But I completely agree, I would need to work on all of those to get it to the next level. Thank you so much for the feedback!
I think locking the pieces in place was ultimately a good choice even if it took away some of what made the soft bodies special. If you didn't lock them then all of the soft bodies would settle under the weight of the ones on top and you would probably clear rows without putting in any effort at all
I think another good approach to that could have been to lock the jelly tetronimos into a set grid after letting them bounce around for a little while. That would keep it closer to the animations it is based on and might also improve on the problems of where to cut them and that the higher it goes the harder it is to solve
The oldest iteration of this idea that I know comes from a obscure 2003 PC game called Triptych. The only footage of the game is around 4 minutes in a video called 'Gish - Designing An Indie Game Cult Classic' but the demo is still available and runs on modern Windows.
once the pieces fall down i woul harden them .. but .. i would add another fun feature .. that if you "smack" or "fast drop" the pieces .. they would bounce of and rotate and you would have to "catch" them and while they bounce rotate them so they fit into the spot they are bouncing to! .. hope i got my point across! :D
Playing Softbody tetris is a dream come true. :) I enjoyed the game, all though here are a few changes I would make: -Have the tetris bricks bounce a little higher. -Have the already placed tetris blocks react to new blocks, so that one can use blocks to push other blocks and so on. -Let the player control the bricks for a bit longer after they've touched either the ground or another block.
I feel like the main issue now is that the tetrominos have to much friction. Having less friction would allow the pieces to more easily slide into eachother, like in the C4D4U videos.
MUSIC OR FLATULENCE??? 9:25
both
bro, you just farded
But really, this is pretty great, I always wanted to see the conceived into a real game
Thanks, I hate it
Rly good job
@@Ensign_games you had the same idea as me lol
@@The-Last-Word oh
Should call it "seriously not tetris."
As opposed to "not tetris," that other game.
i heard his game beta is gonna be called "definetly not tetris"?
and the ripoff would be certainly not tetris
“I can’t believe it’s not Tetris!”
As a experienced Tetris player, this looks like the most interesting version of the game I've ever seen. You've got a subscription from me.
Nice! Thanks a lot! Cheers.
Have you heard of Not Tetris? It's an equally silly idea. Apparently they even made Not Tetris 2, lol
Ik a tetris game thats mixed with physics and you have to stack to a certain height to win
It is
Now try to do a t-spin or stall, it looks impossible given the gameplay shown
This reminds me of another physic-based Tetris game called "Not Tetris"
YES I Was Annoyed When He Didn't Add Fully Accurate Piece Cutting Therefore Removing Debris And When He Made Pieces Stay
I was thinking the exact same thing!
this is not tetris but worse because he did the anchor
yes
@@farciarzfunny5326 exactly, it isn't even wobbly
I wont lie, I watched the video all the way up until the reminder to like/sub, and then when i looked at your sub count, i was shocked. The amount of effort put into this video, I didn't even think twice as to if you were a big youtuber or not. Really awesome work.
I super appreciate your comment 🙂
wtf only a thousand subs???
Dude same
@@MiklPickle Legit the video quality is so far above and beyond, I just assumed he was at like 100k~ subs. This guy's gonna go places if he keeps it up!
This is one of the best devlogs out there in term of informative content AND fun to watch!
Thank you!! I really appreciate that!
*Like the new approach they’re taking to not Tetris 3.* But seriously, this is amazing.
meh I personally dislike the 'lock after contact' feature, thats the fun part in not tetris 2
I personally think locking the tetrominos in place removes the entire point of the project
Exactly !
Yeah, there should atleast be an option to turn it on/off imo :)
True, but the game would be basically unplayable without the locking mechanic. Plus, the softbody physics still drastically change the way the game is played
Awesome stuff! The lack of grid movement in these softbody animations always reminded me of "Not Tetris" (basically the original Tetris but the pieces don't snap to the grid), so it's awesome to see that together with the softbody physics! Nice job :)
It’s awesome! I recommend increasing the time it takes for them to "harden", but thats awesome.
Great use of Obi Softbody there ;). Would it be ok with you if we featured this video in Obi's official forum? ("made with Obi" section). Keep up the good work!
Please, go ahead! Thanks for reaching out. I'm really enjoying working with your product, the tool is great and you provide amazing support. I highly recommend it!
@@NewbieIndieGameDev Just added a link to this video in our forums. Thank you for your cool work! :)
9:10 well when the pieces lock like that, this doesn't at all resemble the softbody tetris videos! this is closer to Not Tetris, since it's free position/rotation and fuzzy clears (although Not Tetris chops each piece on the clear axis, not nicely into smaller pieces like you do)
this looks awesome, but personally i think it would’ve been better if you didnt lock the rotation after they landed
1:41”this is good” A cube floats into Space
"i must go, my people need me"
A bit of constructive criticism if you will: You seem to have arrived at pretty much the same game that has been mentioned a million times in the comments at this point, that being "Not tetris". I would argue this is due to the "locking up" of pieces you described, basically removing the core of the game - soft body physics. I understand that you were trying to make a game out of the videos you saw on RUclips, but you then essentially bailed out of it by all the constrictions given. The choice of not cutting the pieces by a plane to keep the game more rigid was probably one of the few things that could've made the final prodcut retain at least some of the original intended ideology. Obviously you can't make mechanics like Tspins very well since you're working in a non-discrete environment, but the fact that soft-drop is not included feels very weird, since it's just a matter of adjusting the gravity for the currently handled piece. From the constraint of performance issues that you've been present with can also arise a decent idea. Making soft body physics in a 2D environment is much less resource heavy and much simpler to make as well. It would accomodate the original idea neatly while making it both less of pain to make and to run while still keeping the spirit of tetris alive. Who knows, with some clever rendering tricks with some background softbody tiles being tied to the frontground main soft body pieces, you could maybe even achieve a similar feeling 3D effect. All this being said, it was a pretty fun video to watch nonetheless, thanks for the upload!
I would love an alternative version that had the original bouncyness (where the pieces did not stop moving after landing)
You could make the "gap allowance" bigger, to make it be still fun.
Or a couple of different "difficulties" where it allows you bigger gaps and each player can choose how easy they want it
don't worry man, the algorithm is working (at least a bit)
I started googling stuff about devlogs a few days ago and this got recommended to me!!
loved the idea, editing, everything. cheers!!
Me sitting here at 6:49 a.m., watching this:
I enjoy this very much.
It's so weird that this popped up in my recommended, I love game dev video and have been recently watching soft body animations. definitely subbed
This makes me remember the old game "not tetris".
It was great
I'm so glad that you're gaining so many subs and views so fast. I know that you have what it takes to make your channel big and successful, because you've already demonstrated it. I love the video about single player chess. I managed hippodrome and four corners in 22 moves, and opposite corners in 18. Perimeter in 39 but I'm sure all of those can be done much more efficiently.
Thank you soooo much for your support!
Oh my god this is the most underrated channel I've ever seen in my entire life
I thought you had millions of subs... WELL THEN, since you don't, I'll subscribe so you're 1 person closer to a million.
Great quality vid and game.
It's amazing how much quality can be found in your videos despite your channel size. I think you have great things ahead of you if you keep up what you're doing!
This is brilliant! Really interesting problem-solving and a nifty result.
Also, the red man running around made me laugh out loud.
i’ve always wanted to see this made! so excited!
Loved your final conclusion^^
This channel had 500 subscribers only 3 hours ago. Definitely deserves the attention it's getting.
Very cool! The pieces seem a little sticky maybe they should slide off each other more
1:41
Those three tetrominos on the left:
*I must go, my planet needs me*
This is a very well made video you edited this very well, and you explained everything to a reasonable amount. this video deserves to blow up even more.
Thank you very much!
Love the outcome and how literally "jelly" the Tetris block look haha
Good job , honestly this channel is a hidden Gem
Thanks for the kind words!
@@NewbieIndieGameDev you welcome it's the truth , i like your new video btw , well made men
That's a wild implementation of tetris. Great video!
You finally did what we all were wishing for. Good job!
When I saw your video/channel/content, I thought you had more than 10k subscribers, but the fact your so small, it’s insane! I got recommended to your channel, so I think you might start getting famous soon…
This is just pure awesomeness! Subscribed!
This is a really cool video!! Proud to be the 389th subscriber 🥳 keep up the great work!
Awesome video! Great game and super high quality!
You definitely deserve more views :)
Thanks a lot! I really appreciate it.
This is actually pretty similar to an old game I remember called Not Tetris, though this is a lot more impressive
Wow, I am surprised that you are not more popular! Good job! Totally underrated! - Subscribed!
This is very cool! Good job!
I’ve always wanted to see this be made but always wondered how it would work, you handled it awesomely though, you’ve earned a like from me
Wow you are really underrated! Your videos are fun and high quality. You just gained a subscriber and a like.
♥️
awesome! i code in blocks and i respect this, love you and what you do brother
I would have thought this was a video from a channel with 100x the subs
good job
I predict your channel's gonna blow up very soon - you deserve it! this video's really professional and fun to watch :D
♥️♥️♥️
pretty sure you missed the part in the videos about this that make the Tetris pieces go into their location to fit in place like regular Tetris, thus making them not go in weird angles
It’s soft body physics. In an animation, you can make it land perfectly, when you add gameplay to it, it becomes messy real fast
Here for the physics! Cool video, subbed :)
Wow, this is such a high quality video I didn't even realize you were such a small channel.
Really happy for you that this kinda blew up and I liked and subbed on both my accounts! Keep up the good work man.
Crazy how this dude only has 900 subs, his content is better then most
Thats was the juiciest video I have ever seen. Keep it up!
Commenting to boost the algorithm to get you more seen! This is insanely good, and your sub count should at least be 10k+
Niceee! Thanks!
Can't wait to see more, hope your channel booms! I seriously thought you had 1000 times the subscribers and didn't think twice, I misread it at first. Criminally underrated channel!!
I'll be checking out that adaptive music video then :D. Really, really cool stuff you've got going here.
Oh, and that jelly guy is hilarious to me. Floppy Red as the channel mascot? 😂
Great job man! Can't wait to see what else you can come up with ^^
1:41 those 3 tetrominoes: goodbyeeee
Why nobody talks about great montage, animation in video etc. No only game look good, but also the devlog
I’ve always wanted some to make this thank you !!!
You don't need to rempve rotation completely. Just change the friction between pieces and walls, so they easier fall into places that align them.
edit: I think lower friction and higher rigidity along straigt parts.
This was incredibly well done!
Thank you!!
I think this would actually be really cool to play..
I realize this would most likely be a bit easier said than done, but it would be interesting if you added a physics options menu to really customize player experience.
I think, generally, just including the softness of the blocks and the "lock hardness" would be really fun to mess around with.
Totally agree! Nice feedback, thanks a lot!
Ayo, this guy only has 220 subs???
MY MAN THIS IS AMAZING FOR SUCH A SMALL CHANNEL
And as a decently experienced tetris player myself, this is a really interesting version of the game :D
Thank you so much!!!
Instead of casting rays to check for blocks for a line completion, you could use a grid system. The tolerance of the line clearing would then be decided by the size of the squares in the grid.
I agree! This is actually very similar in terms of the player experience I believe, but probably heavier on performance... Oh well...
the last 10 seconds are gold.
Me, a perfectonist who questions his life decision each time there is a hole in my tetrominos:
Also this is such a cool channel and I cannot believe you only have 400 subscribers
I think some sort of magnetised invisible grid for the blocks... or shapely blobs I guess, to very minutely stick to would be pretty useful to prevent wonky behaviour where clearing a line becomes inconvenient, that or perhaps the blobs become more and more rigid towards the bottom, not solid, still slightly bouncy and squishy but not too jelly-like may allow the blobs to form more cohesive patterns.
Anyone else notice at 1:40 3 pieces just said, “aight imma head out”
honestly I feel like most of those mechanics that you avoided adding would've have worked in softbody tetris anyway lmao
this is really nice c:
and really pretty!
kinda always wanted this ever since I saw those soft body tetris animations
You should look into Not Tetris. It cuts pieces exactly how you describe at around 4:08 and it works just fine, given about a one-block-wide forgiveness threshold.
great video! you have a lot of potential for your future yt content and game development.
Thanks a lot!
I've been wanting a real "tetris with physics" or soft-body tetris for a long time, since I saw a demo animation at least 3 or so years ago. Your video was edited really well, and I love the attention you give to explaining the techniques you use and the reasons you design and tweak specific features. I already liked the video pretty early in, but your... plug? I can't think of the term right now, but what I'm referring to is you asking for a like to help with the algorithm. You sound humble, and something about the way you speak, and maybe your accent, just sound really calming to me. At that point in the video you got a sub from me. Thanks for making this game. Keep it up!
One heart is not enough for this comment, have a couple more: ♥️♥️♥️
@@NewbieIndieGameDev Thank you! I'll be sure to keep up with the other content on your channel.
Mate great video. and you aint no newbie handling soft body physics lol. Turned out awesome, keep up the good work!
Thank you so much for the nice comment!
1:37 those blocks on the left really just said “bye bye!”
I'd say it looks good so far but what I found most statisfying about the c4d4u softbody tetris vids was the way the pieces drop, bounce and then slide into the correct place, possibly moving others into thier correct position aswell. Surely that is far easier to do in a prerender like c4d4u did but i think just making the pieces not stick together like they do in your game would just about solve this. Also idk how this would affect your game at the moment (I think you said smth about this in the vid but i cant recall and dont feel like watching it a second time immediately), but i think you'd no longer need tolerances in the lines.
Perhaps this would improve the game:
1. remove friction between pieces, but have max friction on the ground
2. lock piece orientation once it touches another piece
3. let pieces settle naturally, with no friction it'll form good enough foundation.
4. reduce area to have nearly no gap margins. with no friction pieces will be able to slide into places better.
Thanks!!! 🙂
0:26 If you know those dragon and rabbit you are a true paper holder. What a time to be alive!
When I seen this the first time I thought It was with like, 500k views but this is SO UNDERRATED! I'm glad recommendations picked up on you, huge guy. Glad to be here In the begining
Also sorry for the bad language I'm not from English speaking country
Much appreciated!
I can already feel this guys is going to surpass 100k subs in about 2 months. Remember me when that happens.
Thank you! Haha 😳
i think a fun way to adjust this would be to have them be extra squishy and have alot of play upon landing, but then once at rest (or at ideal 90 degree angles after landing) lose most of their squishyness to become more rigid bodies as opposed to simply locking them into position and creating odd landing angles.
i personally think you need a slam mechanic that allows you to literally jam ill fitting pieces together.
I think reducing the friction between the pieces (if possible) would make it feel better and let them land and slide to more compact configurations
Woah, a link to the game? This is good. This is very good.
you're a genius!
I challenge you to a game engine fight!
idk who you are but this looks fun af. imma stay for more
It would be cool if the tetrominoes took a little bit to harden into a locked position; maybe they could be transparent like a gummy bear when they come down but they become opaque as they harden.
Oh that's nice!
You should've had the pieces blow apart into minos once they hit something.
It''s at least better than Tetris 3D for the Virtual boy
In all seriousness this is a great game! I've been having a lot of fun with it, and the gamplay is interesting. The two changes I would make are:
1. For tetrimos to not stick to the sides of other tetrimos while you are dropping them, since it will often count the piece as "placed" even though it hasn't touched the ground.This will automatically drop the next piece, removing any further input.
2. There also needs some leeway for when a piece touches the ground for you to "slide," allowing you to move them a few tiles across the ground. This is an important mechanic that is essential for placing pieces under one another.
Again, I loved the game a lot. These are just nitpicks from someone who has played a lot of tetris.
Thank you very much! Indeed the game is missing these mechanics (and more, as you probably noticed), I just felt it was enough for me to learn about the topic and to share here with you. But I completely agree, I would need to work on all of those to get it to the next level. Thank you so much for the feedback!
I think locking the pieces in place was ultimately a good choice even if it took away some of what made the soft bodies special. If you didn't lock them then all of the soft bodies would settle under the weight of the ones on top and you would probably clear rows without putting in any effort at all
Thank you! I thought so, but now I believe the other option deserves a second try, as so many people mentioned it, but yeah, hard to make it work.
I think another good approach to that could have been to lock the jelly tetronimos into a set grid after letting them bounce around for a little while. That would keep it closer to the animations it is based on and might also improve on the problems of where to cut them and that the higher it goes the harder it is to solve
The oldest iteration of this idea that I know comes from a obscure 2003 PC game called Triptych. The only footage of the game is around 4 minutes in a video called 'Gish - Designing An Indie Game Cult Classic' but the demo is still available and runs on modern Windows.
Epic! Really interesting and fun to watch.
+1 subscriber.
I thing it would look better if you just turn the friction down to make them fit into each other better
once the pieces fall down i woul harden them .. but .. i would add another fun feature .. that if you "smack" or "fast drop" the pieces .. they would bounce of and rotate and you would have to "catch" them and while they bounce rotate them so they fit into the spot they are bouncing to! .. hope i got my point across! :D
Playing Softbody tetris is a dream come true. :) I enjoyed the game, all though here are a few changes I would make:
-Have the tetris bricks bounce a little higher.
-Have the already placed tetris blocks react to new blocks, so that one can use blocks to push other blocks and so on.
-Let the player control the bricks for a bit longer after they've touched either the ground or another block.
Thank you for the feedback and I'm happy you enjoyed the game!
The RUclips algorithm seemed to like this video, and I sure did too haha! I’ll be subbing to check out what you do in the future :)
Maybe a "shake up" mechanic wood work
"personally, I think it looks cool, but it's actually a piece of sh-"
I've never played soft body Tetris, but I played this one game called tricky towers that was basically Tetris with gravity. It was pretty fun.
I feel like the main issue now is that the tetrominos have to much friction. Having less friction would allow the pieces to more easily slide into eachother, like in the C4D4U videos.