Strategically match an insane number of shapes and make a watermelon without running out of space in this new hit action puzzle game! Featuring intense versus modes, and relaxing co-operative modes, play online or offline however you'd like!
[img]{STEAM_CLAN_IMAGE}/44744550/6cf67644e0626f48e29a5e5ff80f512180a949aa.png[/img]
[b]Transformation mode[/b]
Each color is tied to a specific shape in this mode, so you can't pick custom shapes if you enable it.
Shapes transform in this order:
[list]
[*]Triangle
[*]Square
[*]Rectangle
[*]Pentagon
[*]Corner
[*]T tetromino
[*]Tall T
[*]Plus
[*]W
[*]Circle
[/list]
This is apparently a mode a lot of people expected the base game to be, so I'm happy to add it, let me know what you think over on the discord!
[url=https://discord.gg/9PdMuVHbRE][img]{STEAM_CLAN_IMAGE}/44744550/5aba88ed703a58c27086c96bbbc9b818b6f0cbd6.png[/img][/url]
[b]Sound options[/b]
There are now 3 pop sound options that can be selected in the sound options menu, the default was changed but the old sound is still available
[b]Tooltips[/b]
A tooltip system has been created so I can display descriptions for gamemodes and modifiers easily
[b]Merge Rules Updated[/b]
When two shapes of different type merge, the prioritization has been updated slightly to make it more predictable. Previously it just became the shape that was moving faster in the collision, however during a chain merge, shapes would often have close to 0 velocity since they just spawned, and the resulting shape from a chain merge would feel random. Now, new shapes take priority for a short time, and after that the velocities are prioritized. I'm not sure it's perfectly tuned yet but it should feel a bit better now.
[b]Other[/b]
A couple smaller changes were made such as enabling the options menu on the main menu, and some random bug fixes