Tetris is one of the most famous game in history. It has many children, some of them had great destiny, like Puyo Puyo or all the match-3 genre.
Suika is based on Tetris, but twist its core essence in a clever way. In suika, you don't manipulate tetrominos. You manipulate spheres. If two spheres of the size touch each other, they merge into a bigger one. Simple and smart. The biggest size you sphere can reach is the size of a watermelon (suika in japanese).
I must say, due to the very cute look of the game and its juicy sound desing: this game is fairly addictive. The brilliant idea of the game is using round-shaped puzzle piece. This lead to a lot of rythm variation. On time, you drop fruits as fast as you can to transform a fruit just before it falls on a pit. Another time, you precisely point the very specific location you want your fruit to fall on for it to stay in place.
But there are a low of small flaws that, added to each other, lead to a not-so-good game experience. For instance, you will loose. This is mandatory. Of course: fruits add on top of each other without being deleted in any way. All they do is gaining in size. This mandatory deafeat isn't pushing you to play, and displayed highscore look like an absolute unreachable limit. Another default are collisions, which aren't great at all. Sometime fruits touch each other and do not merge. Sometime fruits are displayed on onto another, which leads to strange physics beahviour. Fall location detection isn't precise, which might be frustrating.
Suika is based on Tetris, but twist its core essence in a clever way. In suika, you don't manipulate tetrominos. You manipulate spheres. If two spheres of the size touch each other, they merge into a bigger one. Simple and smart. The biggest size you sphere can reach is the size of a watermelon (suika in japanese).
I must say, due to the very cute look of the game and its juicy sound desing: this game is fairly addictive. The brilliant idea of the game is using round-shaped puzzle piece. This lead to a lot of rythm variation. On time, you drop fruits as fast as you can to transform a fruit just before it falls on a pit. Another time, you precisely point the very specific location you want your fruit to fall on for it to stay in place.
But there are a low of small flaws that, added to each other, lead to a not-so-good game experience. For instance, you will loose. This is mandatory. Of course: fruits add on top of each other without being deleted in any way. All they do is gaining in size. This mandatory deafeat isn't pushing you to play, and displayed highscore look like an absolute unreachable limit. Another default are collisions, which aren't great at all. Sometime fruits touch each other and do not merge. Sometime fruits are displayed on onto another, which leads to strange physics beahviour. Fall location detection isn't precise, which might be frustrating.
Take off that mask, Suika. You can't fool me. I know what you are beneath that fruity aesthetic, and I REFUSE to let you hook me again! I got up to 2048 a watermelon, I'm calling this game beaten now.