Inspiration

There were two reasons why I chose to make a version of Tetris. During the last hackathon, I remembered how difficulty was hard to adjust because we didn't know the skill level of the judges or the ones playing it so by making it a head-on battler, we can control the experience a bit and how similar levels of people face each other. The other reason was that one of my friends made Tetris one-for-one last hackathon, and they were told, "What does this add rather than just being a copy?" so I wanted to add something to Tetris.

What it does

One player controls Tetris, trying to crush the player who is trying to use those same blocks to get to the top of the level.

How we built it

We used the Godot engine and its built-in IDE to create the game. Many of our assets were found on itch.io; however, a lot of them are also hand-drawn by our team.

Challenges we ran into

We faced a problem with GitHub that caused conflicts that made us unable to continue for an hour, leaving us very scared of losing hours of work; however, we eventually got it working. Another problem was just being satisfied with the animations; none of our team are professional animators, but we were holding ourselves to that standard, and it made us very upset with ourselves. At the end, we realized we need to be ok with our skill level.

Accomplishments that we're proud of

Compared to the last hackathon, despite losing two of our members, we made significant improvements in our time management, overall game design, and so much more that I was genuinely so surprised and impressed with us that I want to keep the last one on my resume just so I can show them how much we improved.

What we learned

Learned how to work with a team, fix GitHub conflicts (do NOT ask Copilot to automatically fix it), and just understand teamwork skills

What's next for Tetris.exe

If we ever get back to it, I want to improve the animations, fix some collisions when slamming the block into the player, and create the UI for the game.

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