Blokkit - Demo out now!

Blokkit - Demo out now!

The full version of Blokkit now has a free demo available on both steam and itch. This demo contains one full world + endless levels that should match the easy dailies on Reddit, followed by some preview levels of different sizes and with new mechanics like the ice blocks shown in the screenshot.

Find the demo here:

Steam (download to play): https://store.steampowered.com/app/4982250?utm_source=Post

itch (no install, play in browser, even on mobile!): https://outout.itch.io/blokkit

In both cases, I would really appreciate a wishlist for the game! Even if you are on the fence or leaning towards not getting the full version, a wishlist will help me get noticed by the algorithm so you'd make your local dev happy if that's worth something.

u/DoubleGlass — 2 days ago
▲ 3 r/Blokkit+1 crossposts

Blokkit is coming to Steam! Wishlist now!

I've been working on more Blokkit, and it's finally time to show it off!

The Steam version has 5 new mechanics, spread over 9 worlds with 9 levels each. Boards go up to 4x4 but you'll also see 3x4 and 4x3 levels in addition to the trusty 3x3.

There is an endless zen mode where you can pick your own mechanics, board size, piece count and just play forever. People looking for more high energy Blokkit can play Arcade mode where you get endless puzzles with a limited time bank. Solve a puzzle to get more time and keep going as long as you can.

Wishlists will go a long way for me to get the game known to the algorithm, so even if you figure the daily puzzle is still enough for you I would really appreciate a wishlist!

store.steampowered.com
u/DoubleGlass — 18 days ago

Blokkit V2.1: release notes and dev commentary

Blokkit V2.1 is here, with another new new UI, and some essential fixes!

First off, an apology: I might have been a bit too eager with pushing out the Blokkit 2.0 revamp. Rebuilding the game in a web framework was a lot of fun, and the fact that it all worked so quickly had me very excited and made me want to share more with the community. However, immediately after release stuff started breaking, things looked different on screens other than my own testing devices, and after adding a new piece (S) I completely forgot to put in another shape (T), whoops.

A lot of comments came in and I appreciate all of your feedback! In this big release state of mind I was trying to hotfix every bug or piece of feedback as soon as it came in, but in doing so I was taking individual opinions and lost focus of the bigger picture.

I have now taken some time to regather and really assess what was working and what wasn't. Here is the changelist for the 2.1 update:

  1. New UI. A little more subtle, sleek and responsive.
  2. All pieces back in the game. L, J, S, Z, T. The whole gang is here.
  3. Pieces now appear at equal rates again. Some pieces had a mirrored version which I treated as an individual shape, which made them appear twice as often and that felt weird.
  4. Flair colors. Flair tiers are back for 50+, 100+, 200+ and now 365+ score
  5. Center of mass dragging. Pieces are dragged at their center of mass so they are easier to position on the board.
  6. Random other bug fixes

Thanks for sticking with me and the game through these changes. I hope you like the new Blokkit (again)!

reddit.com
u/DoubleGlass — 26 days ago
▲ 19 r/TileUp

Did I tell you about Dark Mode? There is a dark mode in Daily mode now!

There is a toggle in the settings panel!

u/DoubleGlass — 29 days ago
▲ 1 r/TileUp

Tile Up(date) - Development update #2

Gem earning has changed: combos are king now

Gems are no longer paid for merging any old tile. Endless mode was unnecessarily generous with gems on the bigger boards. Now, merges below level 4 pay nothing; your first level-4+ merge in a chain pays 1 gem, the next pays 2, then 3, and so on. Setting up cascades is now the skill that pays. Solo merges are worth points, chains are worth gems. Community Mode's daily modifiers (Gem Rush, High Roller) still multiply the payout, and using a power-up resets the chain, so combos have to be earned, not bought.

Your gem counter is also now always honest: what you see is exactly what the server has, updated within a second of every earn and spend.

Save your streak

Missed a day? If your daily-puzzle streak of 2+ days broke within the last 3 days and you haven't played yet, you'll get one chance to restore it for 100 gems per missed day. More than 3 missed days and the streak is gone for good.

New: your week in Tile Up

Every Sunday at noon (ET) a personal recap post appears: tiles placed across all modes, merges, best combo, best daily rank, weekly percentile, and your live streak. Share your week to the comments with your own message, and jump straight into any mode from the post.

Sundays are open entry

The supporter-exclusive 5x5 bonus puzzle is free for everyone on Sunday posts — look for the OPEN ENTRY badge. It's also playable directly from the weekly recap post.

The puzzle diary is now a calendar

The diary opens to a month view styled like the game board: blue tiles for days you played, gold shimmer for exceptional scores (150+), cream tiles for puzzles still waiting, and an orange ring on today. Tap any day for details and replays.

Feel & polish

  • Floating score popups on every merge, and a combo counter that grows and shakes as your chain builds.
  • The merge sound rises a semitone with every step of a cascade.
  • Endless: an Expand button in the small inline view, and large boards (8x8+) now compact the surrounding UI so the grid fills the screen with noticeably bigger cells at 9x9 and 10x10.
  • Endless: bigger boards now spawn occasional higher-level tiles (up to level 6), keeping large boards challenging.
  • Undo/Clear buttons stay hidden until there's something to undo or clear.
  • Leaderboards now say "2 tries" instead of the cryptic "2x".
  • The results panel's Community button no longer balloons from its player count.

Fixes

  • Fixed gem balances appearing to shrink after leaving and returning. Heavy players could see hundreds of phantom gems vanish.
  • Fixed the store offering the supporter subscription to players who already have it.
  • Fixed two crashes: failed board-theme purchases and the daily supporter report.
  • Fixed iOS zooming into the recap post's text box.
reddit.com
u/DoubleGlass — 1 month ago
▲ 11 r/TileUp

Development update #1

Hello players!

It's been a busy week, and we had a good amount of players coming in through the sidebar. I've been working through all the feedback and I made a couple of changes!

  1. Daily Modifiers (Community Mode) — new rotating daily-buff system (12 modifiers, positive + risk/reward), plus a lot of tiny bug fixes.
  2. Board themes — added across Community, Endless, and Daily Puzzle modes. Pick a style you like and show it off in all game modes!
  3. Color palettes — a wave of new/updated/removed palettes for your tiles. Color blind options are free, some other new ones cost gems.
  4. Cross-mode UI consistency — toolbar button styling all brought in line across the three modes.
  5. Scheduling & notifications — new daily Endless post in addition to Community and Daily mode posts.
  6. Anti-cheat / integrity — server-side checks against Daily Puzzle score spoofing, salted daily puzzle seed obfuscation to prevent queue peeking.
  7. Conversations & comments — Community mode DMs are now cleared on board wipe, comment source-tagging to stop Daily Puzzle comments leaking into Community Mode.
  8. Misc fixes — Clear-all-1's power-up wrongly deducting gems with nothing to clear, queue-desync/stale-session races

Thanks for playing, and feel free to use this post to leave all of your bugs, critiques and other ideas you might have about the game!

reddit.com
u/DoubleGlass — 2 months ago
▲ 8 r/TileUp

Welcome to r/TileUp - Game Modes

Hey everyone! I'm u/DoubleGlass, the creator of r/TileUp.

Tile Up is a relaxing tile merging games with a couple of different gameplay modes.

The Daily Puzzle:
Everyone gets the same order of tiles! Try to merge them in the most efficient way, and get the highest score on the leaderboard.

Community Mode:
Now this one is a little more complex but still a lot of fun. That merging gameplay from the Daily Puzzle, but bigger on a 5x5 grid, with an extra color, and most importantly: together with other Redditors! Merging works across borders so take your neighbors' tiles. No really, it's free!

Endless Mode:
Tired of running the same daily sequence? Community Mode not scratching that 'number go up' itch? Try Endless Mode where gameplay starts small on a 3x3 grid but increases in size and complexity the more you merge.

Community Vibe
Please be friendly and welcoming to everyone! Even though we sometimes take some tiles from each other this is no place for hostility. Keep it civil, and remember to have fun!

reddit.com
u/DoubleGlass — 2 months ago

Dev Announcement! Sunsetting Common Grounds

Hi dear players, 

I am the developer of Common Grounds, and I just wanted to talk to you about some recent insights, and the future for the game. 

Having Common Grounds tested in a large beta has given me a lot of valuable insights. The biggest take away for me was that the game, in its current form, is not a good fit for the Reddit platform. Choosing Unity to build the game allowed me to use nice shiny 3d buildings in a classic citybuilder isometric perspective, but this has also prevented me from fully utilizing the Reddit ecosystem that the game is supposed to live in. 

The game itself has too much depth to be friendly to casual players, but doesn’t have enough depth to satisfy the serious gamers it now seems to attract more of. There has been a ‘meta’ district organization since day 1, and I could not easily fix this through balance changes without just immediately creating a new meta. 

However, I strongly believe the core gameplay loop of merging, together with your neighbors, is something fun and worth exploring. That’s why I’ve decided to pivot away from the 3d Unity implementation of the game and built a new game from the ground up. This game is called Tile Up and uses all core systems of Common Grounds, while also being fast and streamlined without loading screens, and is easier to grasp and play through simple 2d graphics and tap to place controls. Shifting to TileUp sadly means that my support for Common Grounds ends right here.

Yes, we lost the nice buildings, the fantasy of building a city together. But by losing those things the game is now no longer restricted to my imagination and ability to code up new buildings. Merging is endless, and the only limiting factor is the community’s ability to collaborate. There are powerups to help you along, you can move your district around the map at will, and there is a daily puzzle mode where everyone gets the same order of pieces to place on the grid and tries to get the highest score. 

I hope you can understand my decision to sunset Common Grounds as a 3d city builder, and I hope you will join me over at r/TileUp for your daily community merging fix. 

reddit.com
u/DoubleGlass — 2 months ago