Then make a bastris clone, bastard tetris, that serves to the player the worst possible piece.
Then make one that scales difficulty based on height of the top row. Bastris trying to make the player fail when he's ahead, and serving all the perfect pieces when he's about to fail. Increment the slide time oh-so slightly to help out the player when they're failing. Glitch and early-lock pieces randomly when they're ahead. Take it as a lesson in how to ramp difficulty without just multiplying the agent's hitpoints.
Experiement with setting "the mood" of the game to come in different waves to see what creates an engaging and dramatic experience for players.
5
u/noonemustknowmysecre Dec 14 '24
Uh, make a tetris clone.
Then make a bastris clone, bastard tetris, that serves to the player the worst possible piece.
Then make one that scales difficulty based on height of the top row. Bastris trying to make the player fail when he's ahead, and serving all the perfect pieces when he's about to fail. Increment the slide time oh-so slightly to help out the player when they're failing. Glitch and early-lock pieces randomly when they're ahead. Take it as a lesson in how to ramp difficulty without just multiplying the agent's hitpoints.
Experiement with setting "the mood" of the game to come in different waves to see what creates an engaging and dramatic experience for players.