Work in progress, early gameplay version.

Gamepad or keyboard controls:

  • Menus: Use arrow keys or gamepad sticks or dpad to navigate
  • Menus: Use RETURN or the front bottom button (X,A) to accept
  • Menus: Use ESC or the front right button (O, B) to go back
  • Gameplay: Move using WASD or arrow keys
  • Gameplay: Use B, N keys (or front X, O or B, A pad buttons) to rotate the pieces
  • Gameplay (debug only): Use O, P (or L1,R1 or LB, RB) to move to the previous or next stage 

Mouse or touchscreen controls:

  • Move left: click in the left half of the board
  • Move right: click in the right half of the board
  • Drop faster: click outside the board, under it
  • Instant drop: click outside the board, above it
  • Rotate left: click outside the board, on its left side
  • Rotate right: click outside the board, on its right side

VERSION 0.10: 
-First gameplay (but with Tetris pieces and breaking rules as placeholder)
-Early version (will be optimized) of keyboard, joypad, mouse and touchscreen gameplay controls
-Still placeholder but less ugly UI
-Early Score and Hi-Score system
-Early gameplay HUD added
-Early button prompts
-Early system to  complete stages when completing a few  lines
-Early game over
-New settings default values more similar to Elias' tastes


MINIMUM REQUIREMENTS:
-PC CPU: Intel Core 2 Duo E8200 (or Core 2 Duo SU9400), AMD Athlon XE BE-2300, Apple M1
-PC GPU: Full OpenGL ES 3.3 support. Like Intel HD Graphics 2500 (Ivy Bridge), AMD Radeon R5 Graphics (Kaveri)
-PC RAM: 2 GB (native), 4 GB (web)
-PC OS: Windows 7, macOS 10.13, Linux distribution released after 2016
-Web version: WebGL 2.0. So Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, Samsung Internet 15
-Raspberry Pi: Raspberry Pi 4
-Android: Android 6.0, OpenGL ES 3.0, 1GB RAM
-iOS: iPhone 5S, iPad 7, iPad Air 2, iPad Mini 4, iPad Pro

KNOWN ISSUES:
-Gameplay controls for mobile devices still not implemented
-The gameplay board animated background gifs doesn't seem scale properly, it keeps an empty line in the bottom and depending on the platform in the left
-In some Android devices (Samsung Galaxy J4, uses Android 9) don't seem to have the buttons mapped correctly for Dual Sense controller,  and some other Android devices (Oppo A78 5G, uses Color OS variation of Android 14) doesn't seem to recognize analog sticks of any dpad.
-In all devices the Switch Pro Controller acts chaotically. It's a Godot-wise bug, not only happens in this game and may be fixed in the future. Until then we won't support this gamepad

-Stage 8: The board of the animated background gif is 1 row too tall 
-Stages 18 (clouds) and 23 (black Game Boy): the platforms with 4096 or 32768 colors (QVGA, Amiga, SNES, Neo Geo) there is a texture in the sky of the border image but not in the in-game animated background
-Stage 21: The board of the animated background gif lacks 1 row in the top
-Stage 25: Which are the proper pieces for this stage? I did put there some unused ones

TO DO:
-Add more customizable options in the settings
-Animate the loading screen
-Fix the bug for the color replacement shader for temporally removed platforms like MSX, Master System or Game Gear, with had different color depth for their RGB channels
-Fix the scaling bug seen in the upper side of the screen for the temporally removed platform CPS
-Simulate color limit per tile for marquee border backgrounds
-Simulate color limit per sprite for the gameplay window
-To disable automatically scanlines for the windowed mode when the zoom is too small to see them properly (I'd say it may be seen properly with 3x zoom and above)

Updated 10 hours ago
Published 3 days ago
StatusPrototype
PlatformsWindows, Linux, Android, HTML5
AuthorAnarkade
GenrePuzzle
Made withGodot

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CubeatGD - Android v0.010 213 MB
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CubeatGD - Linux x11 v0.010 192 MB
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CubeatGD - Windows v0.010 195 MB