Show HN: Angularis – like Tetris, but based on triangles (angularis.mondaybits.com)
Angularis is a game similar to Tetris, but based on triangles instead of squares. Which is why it also has diagonal movements. I had this idea about a month ago and built the game in my spare time.
I think it is a bit more difficult compared to Tetris. You kind of have to get used to "think diagonally".
Maybe it can be a nice little challenge for you.
I'd be happy to receive some feedback. Thanks!
45 comments
[ 3.0 ms ] story [ 107 ms ] threadedit: and playing some more I see 45 degrees wouldn't even really work.
Just a small quality of life request: could you add a little more delay when the block touches the bottom? I feel like when I try to fast drop the block it finishes dropping a little too quickly and I can't slot it into place easily without gently tapping the down arrow to adjust the speed.
1. 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.
(I only managed to clear one row.)
With this, I am not convinced that the pieces are allocated in a way that remains playable. I have cleared a couple of rows (in different games!) but there just seems too much stacked against me for progress.
It could be due to my eyesight; the board area needs visual hints. It could also be due to the controls, which seem like deliberate hardship.
It is cool, but it's too difficult to be fun; there's almost no recovery possible from accidents and there are too many ways to have accidents.
Took 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.
https://www.hextris.com/
I like your sound design choices to use drum machine samples.
An annoying thing is that the apparent buttons on the left don't work since a mouse click rotates the block instead. I needed to mute the browser tab because I couldn't click on the sound button.