/me likes it a lot! I don't particularly agree with Erik's idea on making it kind of like time-stopped Tetris, but that's just me.
One thing I find kind of annoying is the effect the rows do when you clear them. It should be something smoother and pleasing to the eye; maybe just a simple fade-out would suffice.
I definitely like the idea of having the 'Neather's bar move back when you clear rows.
Some concept ideas to think about in the future:
Instead of having one graphical monster orientation for all pieces, randomize it for each piece. It gets boring when all your pieces' monsters are facing the same direction.
Animate the monsters randomly, like in DROD. Blinking eyes, twitching antennae; right now it all just looks kind of... static.
Dropping a little tower of pieces in the middle of the screen is kind of harsh; how about dropping pieces in random locations?
Make the "
'Neather Meter"
look nicer; currently it's a bit hard to tell exactly where it is. For instance, having a small marker at the exact "
filled-up"
point would be nice, as would having the meter be a solid, filled rectangle instead of a line.
Occasionally, the 'Neather Meter displays an odd graphical glitch where the black meter background will flash. I think it actually flashes the tile background, but I'm not sure since it does so really fast.
If the 'Neather Meter doesn't already go at the same speed all the time, regardless of what you do in the game, it should. Also, though this has been already mentioned, the meter continues to advance after Game Over.
Maybe make an orb "
boing"
when the 'Neather whacks his orb. You could change the "
Eeeheeheeheehee"
sound to trigger a second before he actually whacks the orb, so you know you're in for something a moment before it actually happens. (but not quite enough time to react, eeheehee
)
Make the "
drink a mimic potion"
sound the sound that plays when you complete some rows, and then make the "
shhhunk"
sound the sound that plays when those rows are actually eliminated.
And in the very far-away future:
When tar babies land, make them create blobs of tar and join to other blobs if they're adjacent, using regular DROD tar-forming rules. If a baby can't form tar, it should just stay there.
A new piece, Beethro's sword (only one tile, never appears in blocks), could chop away monsters that it lands on top of, and chop away tar using normal DROD reshaping rules. Make them rare, but not too rare.
More and more, I'm beginning to think that DROD's element behaviors lend themselves more easily to the "
different"
kinds of Tetris variants; you know, the kind where hanging pieces just fall off, and the goal is to match pieces of the same type while having stuff dumped on you by your opponent (like SPF2). Well, make game first, ask questions later I suppose.
[Edited by Sokko on 10-08-2003 at 01:11 AM GMT: It didn't do what I said it did. That's a lot of pronouns.]
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