50 karma · joined February 24, 2026
Regarding changing the game dynamics by having power-ups appear as just another piece in the game, I think that would overcomplicate the gameplay and alter the flow of the game too much. I don't really see it as an option right now. I prefer the infinite game mode.
Thanks again!
Right now, I think that the way the game over is forced even with pending power-ups is a way to push the player to organize themselves better and compete with a more strategic approach.
In other words, the player has to decide between the dilemma of using the power-ups before feeling cornered or using them when they're in dire straits.
I play by using them a step before feeling cornered, and that way I avoid reaching game over with pending abilities. Either way, it's an interesting debate, and I really appreciate your point of view.
The idea of giving blocked cells more functionality is excellent, especially being able to clear those 'enemy blocks' by crossing both a row and a column over them simultaneously. It's brilliant. I'm going to think more about it and see if it fits the core essence of the game.
I also like the idea of having different types of blocks with various functionalities. Very well thought out.
I wasn't familiar with the expression 'deus ex machina,' that's interesting! ;)
Your comments are very interesting and insightful.
1. Difficulty: You're right—making obstacles dynamic or even destructible is a powerful idea and could be a lot of fun. I’m definitely taking note of that.
2. Powers & Losing: This makes total sense. Other users have mentioned this as well, and it’s a very reasonable point. I’ll look for the best way to implement a reminder or alert.
3. Leaderboards & Competition: This is a great point, and I should make it clearer on my end. You only play one daily game, but your records are compared in two ways:
a. Global: Your score is automatically compared against the rest of the world.
b. Personalized Competition: You can choose specific competitors to follow. This is similar to followers on X; you follow whoever you want, and they are added to your personal board (called 'My competition today'). Your game is then automatically compared just with them.
Imagine you want to compete with your family. You can create a board just for them by adding their profiles using the 'Add competitors here' option. Your daily game will then show up specifically against theirs in 'My competition today.' I think this feature has huge potential, even if many people haven't discovered it yet.
4. Holes: Try using the 'One Cell' power; it's designed to solve exactly that problem! ;)
5. Powers: A power that 'clears' or 'cleans' parts of the board sounds very interesting...
Thank you again for your feedback, it was very useful!
about your suggestions:
1. Instructions: You're absolutely right. I'll think of a way to make them more visible for new players. Great catch!
2. Flipping pieces (Mirroring): I have to respectfully disagree on this one. It would fundamentally change the essence of the game, which is exactly about making that small mental effort to rotate the piece in your mind before placing it. I believe it's better as it is now.
3. Drawing pieces: Limiting the selection so you can't highlight a square that isn't part of the piece you're drawing is a fantastic idea. I'll look into how to implement that.
Thank you so much for all your suggestions!
Regarding the swipe-to-draw mechanic, I really believe that drawing the piece cell-by-cell on the board has a few intentional advantages:
1. It gives the player a sense of absolute control over the game and their placements.
2. It provides a sequence of 'micro-pleasures' or tactile feedback with each tap. It acts as a series of tiny micro-goals you achieve as you slowly build the piece.
3. It intentionally slows down the gameplay. Since this is a strategy puzzle, slowing the pace down is ideal because thinking mid-to-long term is absolutely crucial.
As for tapping the red piece to pre-rotate it... well, that’s exactly where the added difficulty lies! It’s a specific mental challenge that few games force you into. You have to make that little extra cognitive effort to visualize the piece on the board. I like to think it definitely helps improve your spatial awareness over time! ;)
Yellow box: You were totally right. The copy was a bit too long for certain browser/font configurations. I'm shortening the text so it fits perfectly without breaking the layout.
Layout/Targets: Spot on. The game was built strictly as for mobile to be played with one hand. Playing it on a big monitor right now is probably a bit of a torture! ;)
Tooltips: Nice catch! I had hardcoded the title attributes in Spanish and completely forgot to pass them through the translation dictionary. Fixed and deployed!
Highlighting piece projections: This is actually a really nice UX idea! I originally left it out because part of the core challenge is forcing the player to mentally visualize the rotations and placements, but I completely see how it would reduce the cognitive load.
Really appreciate the honest review!
If I were to explain it the technical way: I use a custom Linear Congruential Generator (LCG) seeded by the current date (YYYYMMDD) to ensure deterministic gameplay—everyone gets the exact same piece sequence every day. I don't use flat probabilities; instead, I run the LCG output through a weighted roulette that changes based on the day of the week (e.g., higher probability for 'I' pieces on Mondays, higher for 'S' and 'Z' pieces on Sundays). Lastly, there's a system to mitigate consecutive identical pieces.
In simpler terms: I use a formula based on the current date to generate a different sequence of pieces every day, guaranteeing it's exactly the same for all users on that specific day. Then, I adjust this sequence using a probability matrix so that on Mondays you get more of the easy pieces (like the line or square), and on Sundays you get more of the hard ones (like S or Z).
This is the probability matrix:
const pieceProbabilities = { 1: [0.20, 0.18, 0.16, 0.14, 0.14, 0.09, 0.09], // Monday 2: [0.18, 0.17, 0.15, 0.14, 0.14, 0.11, 0.11], // Tuesday 3: [0.16, 0.15, 0.15, 0.14, 0.14, 0.13, 0.13], // Wednesday 4: [0.14, 0.14, 0.14, 0.14, 0.14, 0.15, 0.15], // Thursday 5: [0.12, 0.12, 0.12, 0.15, 0.15, 0.17, 0.17], // Friday 6: [0.10, 0.12, 0.12, 0.15, 0.15, 0.18, 0.18], // Saturday 7: [0.09, 0.10, 0.13, 0.15, 0.15, 0.19, 0.19] // Sunday };
I hope this explains it well!