
Today, we'll be taking a closer look at the gameplay for those of you who are curious and interested in how everything works. We'll also share some of our plans for the future of the game.
These are just some of the main gameplay elements you can expect to encounter while playing Hetris. There is still much more to discover, and you'll be able to find out more once the game is released.
Each stage is a battle, and your mission is to detain the boss standing in your way.
You deal damage by clearing lines. The more lines you clear, the more damage you deal. Each boss is divided into multiple phases, depending on how much damage you have dealt to them. Every phase also features its own variations of the boss's poses and expressions.
You can also build combos of up to 10x. Combos provide an additional way to deal damage and can also trigger different expressions from the boss.
Beat the boss and open up more of the lore and new bosses.
Each boss has its own set of special events that can occur during battle. Many of these events involve projectiles or areas with different effects when interacted with and depending on the boss you are fighting.
Your current piece acts as your hitbox and interacts with these projectiles and areas. Depending on the boss, your piece may take many different forms, just a few forms, or even only one.
Other events can affect the gameplay in various ways, such as adding trash to the playfield, healing the boss, breaking your current piece, and much more.
Stages have also have different modifiers that change the rules of the game.
For example, gravity normally causes your piece to fall toward the bottom of the playfield. However, when the Gravity modifier is active, gravity is removed completely, and you must navigate the piece yourself to reach the bottom.
Modifiers can also stack with one another, increasing the difficulty as you progress through the stages.
And for the hardcore gamers there is custom difficultys and settings that can make the game even harder :>
We have many ideas for how we can expand the gameplay and make it even more unique, but we don't want to cram everything into just a few bosses.
When the game launches, we'll take time to listen to your feedback and see how everything feels in practice. After that, we'll begin introducing more bosses and stages with more original concepts.
Our goal is to make every stage feel at least somewhat different from the last, so the game never becomes too repetitive.
We also plan to add full Steam Workshop support after the game launches, to give you the freedom to create your own stages and bosses.
Achievements will also be added!!!!
Thanks for taking an intrest and reading :>