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 by Apiheld
 Rating: 6.2/10 after 12 votes Please login to rate! Can't rate your own Game! Already rated!

10 years ago by Apiheld

My dear fellow game developers, I just finished my first game with Impact.js.

Tetris – An Impact.js Game

I know, Tetris is a bit old-school, but it is a good exercise to get started and I was a bit surprised that it requires a good amount of polishing to feel right. And that's what I've done.

Please give it a try. I caught myself more than once just playing "one more round" while I was debugging a little element. Tetris is engaging, Tetris works.

I also spent a good amount of time to write down the stuff I learned and some aspects of game programming in a tutorial. This is targeted towards beginners.

Also, I released the source code.

Tutorial: Tetris with Impact.js

Source code on GitHub

Let me know what you think.

10 years ago by dungeonmaster

Nothing beats a good old tetris session. Just made my way into the scoreboard. I'm proud :)

Very nice execution. Feels professional and solid. Great job!

By the way, the hall of fame directly on the same screen is a good idea. Why haven't anybody made a tetris version of candy crush?

10 years ago by Apiheld

Heh, I saw your name in the scoreboard before I checked the forums :) glad you like it and thanks for playing.

Tetris version of Candy Crush in what sense? I guess you don't mean the graphics only, but the game mechanics, like different candies that explode in different ways?

10 years ago by Mash

Nice! Loving the sound effect when you get a line. And the music style.

It would be perfect if you had a key for instant drop (space?).

Good job =)

10 years ago by Apiheld

Quote from Mash
It would be perfect if you had a key for instant drop (space?).

Good job =)

Thank you. This actually leads to an interesting and quite fundamental question:

Say, you implemented ONLY instant drop, you couldn't go down fast and then still being able to push a piece into an open space to the left or right. You'd have to wait for the auto-drop to bring it down. This is not an option in my eyes – or at least doesn't reflect my personal playing style.

If you implemted an extra key for instant drop, it could work, however, it comes at a cost: You now have two keys to do almost the same thing. This bears cognitive load and makes the game more complex.

Same for introducing something like a double-tap DOWN in order to instant drop. This can result in unwanted behavior, because players sometimes press DOWN twice, for various reasons.

Anyways, I will actually go ahead and try your suggestion, but it is not as easy as implementing a feature X. It always has consequences on the rest of the game :)

Let me use this thread for a book recommendation: Designing Games by Tynan Sylvester:

This book is not about programming, but about aspects of games that I found quite insightful.
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