Survival design: abilities make it way easier to do certain things or remove certain problems/obstructions, but we want to tune them to just the point where the ability to cleanly/strategically stack is important.
Score design:
Lines cleared: 100, 300, 600, 1000, 1500 based on number of lines cleared at a time
Target blocks cleared: 100, 200, 500, 2000 based on its size. Multiply by the number of target blocks cleared in this turn
Placement combo: each time a line or a target block was cleared,
Target block types:
Timed Target, starts from 1x1. You have a certain number of moves to hit this target
Fill Target: grows over time, starts from 2x2. Destroys an area twice (4x in terms of area) as large as itself when filled
Ability Target: disappears over time, starts from 3x3
Abilities are obtained by filling ability blocks, and the user has 4 slots of abilities. To use one, press the number of the inventory slot
Bomb: destroy cells adjacent to this piece
Large Bomb: destroy a 5x5 area
Ray: when the piece is dropped, it erases everything in its path
Freeze: place the piece in mid-air when dropping
Phase: the piece can pass through surfaces
Lock: Don't change the piece for the next 5 moves. This allows to repeat other abilities
Game Over condition:
a timed target cannot be reached
a fill target grows to where hits the edge of the board
Survival design: abilities make it way easier to do certain things or remove certain problems/obstructions, but we want to tune them to just the point where the ability to cleanly/strategically stack is important.
Score design:
Target block types:
Abilities are obtained by filling ability blocks, and the user has 4 slots of abilities. To use one, press the number of the inventory slot
Game Over condition: