Sorry for the flood of suggestions - I just found out yesterday that I can add suggestions here, and I've been playing this game consistently for a couple years now, so I have many opinions about it lol. These two changes are very much quality of life features that don't make or break the game, but would do a lot for overall enjoyability of the game in my opinion.
Change 1: Make the soft drop speed uniform across all levels. Currently the soft drop speed (for pressing the down arrow) is dependent on the level/regular drop speed (e.g. soft dropping on level 1 is very slow, but on level 20 is quite fast). I think this makes the early levels kind of frustrating to play since it takes so long to soft drop a piece all the way to the bottom. I usually end up pressing the space bar to insta-drop pieces on these levels instead, but the lack of ghost piece makes it so I misjudge where the piece will fall quite often. In my opinion, making this change would also make the game a little more beginner friendly and more consistent from level to level.
Change 2: Make tucks easier by implementing wall charges, i.e. making pieces move left/right the first available frame after being "pushed into a wall". This implementation is a little harder to explain if you're not familiar, so let me explain the problem first. In the screenshot below, I'm about to tuck the blue piece by pressing right after it falls down exactly one more block. If I wait until the blue piece falls one more block before pressing the "right" button, the piece will move on the first available frame and nicely tuck under the yellow piece. But let's say my timing is a little off and I press it at the moment of the screenshot. On level 1, if you press "right" and hold it down while the blue piece is being blocking by the yellow piece, the piece obviously won't move, but once it falls one more square, the game will move the blue piece underneath the yellow. To be more precise though, the game will wait a few frames, then move the blue piece one square to the right (so, under the yellow), then a few frames later the blue piece locks into place. So, the number of frames it takes to move the blue piece to the right is less than the number of frames it takes to lock into place (or fall another frame, if we pretend there is nothing below the yellow piece). On higher levels, like level 24, the number of frames it takes to move the blue piece to the right after clearing the wall is greater than the number of frames it takes to lock into place/fall another frame. If you can make it so that if a piece is pressing into a wall or another piece, as long as the button continues to be held, the piece moves the first possible frame that it's able to do so, that would be a great quality of life buff and makes tucks on higher levels much more feasible and consistent.
Sorry for the flood of suggestions - I just found out yesterday that I can add suggestions here, and I've been playing this game consistently for a couple years now, so I have many opinions about it lol. These two changes are very much quality of life features that don't make or break the game, but would do a lot for overall enjoyability of the game in my opinion.
Change 1: Make the soft drop speed uniform across all levels. Currently the soft drop speed (for pressing the down arrow) is dependent on the level/regular drop speed (e.g. soft dropping on level 1 is very slow, but on level 20 is quite fast). I think this makes the early levels kind of frustrating to play since it takes so long to soft drop a piece all the way to the bottom. I usually end up pressing the space bar to insta-drop pieces on these levels instead, but the lack of ghost piece makes it so I misjudge where the piece will fall quite often. In my opinion, making this change would also make the game a little more beginner friendly and more consistent from level to level.
Change 2: Make tucks easier by implementing wall charges, i.e. making pieces move left/right the first available frame after being "pushed into a wall". This implementation is a little harder to explain if you're not familiar, so let me explain the problem first. In the screenshot below, I'm about to tuck the blue piece by pressing right after it falls down exactly one more block. If I wait until the blue piece falls one more block before pressing the "right" button, the piece will move on the first available frame and nicely tuck under the yellow piece. But let's say my timing is a little off and I press it at the moment of the screenshot. On level 1, if you press "right" and hold it down while the blue piece is being blocking by the yellow piece, the piece obviously won't move, but once it falls one more square, the game will move the blue piece underneath the yellow. To be more precise though, the game will wait a few frames, then move the blue piece one square to the right (so, under the yellow), then a few frames later the blue piece locks into place. So, the number of frames it takes to move the blue piece to the right is less than the number of frames it takes to lock into place (or fall another frame, if we pretend there is nothing below the yellow piece). On higher levels, like level 24, the number of frames it takes to move the blue piece to the right after clearing the wall is greater than the number of frames it takes to lock into place/fall another frame. If you can make it so that if a piece is pressing into a wall or another piece, as long as the button continues to be held, the piece moves the first possible frame that it's able to do so, that would be a great quality of life buff and makes tucks on higher levels much more feasible and consistent.