Makiomino

Devblog
#Dev
220323
Progress on UI: Level Maki, Sauce bar, Level Up bar. 
#Dev
220310
Implemented all input sources, that were on mind: scroll, drag, swipe, keys.. = )
#Dev
220317
Made layout for UI, kind of adaptive..
#Dev
220309
Remade sauce appearance..
#Dev
220228
Added state for non allowable moves..
#Dev
220222
New Level Up animation..
What addition to chain reaction could be juicier than slow motion? = )
#Art
220221
Suprematism didn't look well on scale.. At last made working color system, thanks to radix-4.
#Art
220218
Total minimalism looked not clear enough, so I gave suprematism a try..
#Dev
220215
7K!
Two more insights:
First, I should more develop and less play my own game, but it's very addictive and I call it testing.
Second, there is an interesting relief on high levels, the game stops being difficult for a while.
#Dev
220214
Two insights:
First, it's better to suppose that score has no reasonable limits, till yesterday I even decided to make it three digits long until reached 1K and beat 2K today.
Second, Makiomino could be mastered, it's not only the matter of luck.
#Dev
220212
Added spawn and vanishing animations..
#Dev
220211
Added some juice beforehand..
Now instead of linear interpolated movements each element has its own velocity and acceleration, because of two dogmas: each one is unique and every move is better with acceleration.. = )
#Dev
220210
Added scoring animation..
#Dev
220209
Looking for a way to make elements look like sushi rolls as well as showing connections between them..
#Dev
220203
For the very first time since ASCII prototypes I can enjoy smooth animations. And I think Piet Mondrian would approve this look.. = )
#Dev
220203
New rendering. New best score.. = )
#Dev
220201
Renewed finite-state machine, ready to use in game engine.
ASCII again but now rendering in self window.
It's almost impossible to play game with such view, feels like reading the matrix, what is literally is.
#Dev
220123
Tuned up balance and memory allocation.
I think the trait of good balance is the possibility to lose at any moment, even at the very beginning.. = )
#Dev
220122
Best score so far..
#Dev
220120
Along with each level, both the variety of sushi and the table expand.
#Dev
220118
Two brown squares represent soy sauce and soy sauce represents ray of hell, erasing everything before it.. = )
#Dev
220116
Deadlocks fixed
#Dev
220113
Best use of UTF-8 emojis is to run colorful game prototypes in terminal.. No more need in ASCII.. = )
#Dev
220113
Implemented breaking remaining elements into connected pieces and as a result - chain reactions!
#Dev
220111
Playable ASCII Prototype
How it started vs How it's going.. = )