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That’s a great question! :) It is pronounced exactly like the English word 'line' but with an 'x' at the end (like Line-x).

Hi litenboll!,

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!


Also enjoyed this, similar frustration at not being able to use powerups in a loss condition. Never got to the state where it felt like the "board fights back".

This comment above about difficulty made me wonder if there are more interesting things to do with the unclear-able blocks that would both let you ramp the difficulty and achieve more of your vision. A few off the cuff ideas:

* enemy blocks that are clearable if you make a row and a column through them * enemy blocks that require to be surrounded by n deep blocks to resolve * enemy blocks that automatically pop into single cell holes * enemy blocks that grow by infecting neighboring blocks over time or the more other rows you clear * enemy blocks that require multiple row clears to resolve

the thought is having a few types with each enemy block needing a different strategy to resolve would give you more levers on how to control difficulty and give you more variation to the strategy and more agency to defeat them. powerups is kinda a deus-ex-machina currently. you dont feel earned satisfaction when you clear an enemy block.


Thank you so much for your feedback; these are really interesting contributions!

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! ;)


awesome glad you liked it. id love to try it out again if you implement any of them. idk what else to call the black squares so "enemy" felt right for the board fights back vibe.

another nice thing i thought of with enemy block types idea is that you don't need to look anywhere but the board if you get rid of powerups that you just have so your whole interface gets simpler. if you still needed powerups you could have them show up as normal pieces in the chain of pieces.

it def starts to veer into more of a classic tetris how far can you go vibe than maybe the puzzle thing you are going for, but maybe its actually two games. puzzle mode is as now but starts with a fixed set or fixed progression of enemys. you finish the puzzle when you defeat them all. winning then is time or rows cleared or minimum number of pieces even. infinite mode is more like the current. or classic tetris, how far can you go while new enemies spawn in of increasing number and difficulty. winning is how many enemies you clear + lines + time


I call the 'enemy blocks' 'blocked cells', but I actually like 'enemy blocks' better! :)

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!


Thanks for the answers! I just want to point out that I don't think a reminder to use powers is enough. Right now you can lose on the next piece after using a power since it resolves it before you get the chance, which feels unfair. I think you should have the option to use a power as a last option always. It's technically one of your available moves, so it shouldn't matter that the piece you are on doesn't fit, in my opinion.

I think your opinion makes a lot of sense, although I believe the alternative I have in the game now also makes sense. It's all a matter of perspective.

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.


I can buy that argument, basically what you are saying is that the intention is that you need to keep yourself "two bad pieces" ahead all the time. It caters to a more hardcore audience, which is totally fine :)

Thanks for the discussion, I think you have a very good and open mindset. Good luck!


Yes, you understood the idea perfectly! Thank you for your interest!

Hi acomjean!,

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!


Ummm, that change (if you mean being able to flip the pieces as if looking in a mirror) would fundamentally change the essence of the game. It would prevent players from developing the visual ability to mentally rotate and imagine the piece. I believe it would break the core dynamic and the spirit of the game, but I appreciate your feedback nonetheless.

> It would prevent players from developing the visual ability to mentally rotate and imagine the piece.

To me, this was the least fun part. Since there’s no penalty for entering squares incorrectly, I just tried the shape, and if it wasn’t accepted, I figured “oops, I must have flipped it.”

But I agree it would be a major change. If you ever share the source code, I would want to try doing this myself for my own use, to see what it feels like.


Thanks for the 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! ;)


Those are fair responses, glad you put thought into it!

Thanks so much for taking the time to test it and giving such thorough feedback!

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!


It's neither purely random 7 nor like drawing from a bag. It's a little bit more complex.

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!


Extremely cool! I have never seen that type of piece randomizer, thanks for sharing

I’m so glad you like it! Regarding what you said about dragging the piece... I get how convenient that is, but I don’t know, I feel these 'micro-pleasures' every time I draw the piece with my finger. It’s like you have more control over the game, and it also slows down the pace a bit, which makes you think more about your next move. I feel like those few seconds you spend drawing the piece make the gameplay more thoughtful and strategic. Don’t you think?

You already can play without sign up.

Yes, exactly, good idea! I have this on my mind, and now I'm thinking about the best way to adopt it.

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