Drag anywhere to move it. Flick up to turn, flick down to drop. Tap to turn.
Same names as in game.js. Drag one, play, keep it if you like it.
One button instead of twelve sliders. Hard and Extreme multiply everything that makes the game harder — how fast it falls, how soon it speeds up, how long you get to think, how much help is on the screen. They never change the well or the shapes. A dial being multiplied shows both numbers.
A level is LEVEL_LINES lines cleared. Every level the pieces fall a bit faster and every row you clear is worth more, and the colours move on every three levels. It stops getting faster at 18 rows a second — level 32 on Normal, 18 on Hard, 10 on Extreme — and the level number keeps counting after that. The strip beside the well says MAX when you get there.
The first seven are the classic ones everybody knows. The other seven are ours, and that is the point — tick a few and see what the well does to you. Switch them all off and you get an empty well, which is its own kind of funny.
Four places to keep a set of dials. Saving into one leaves the other three alone, so a friend's version can sit next to yours.
Send your version to a friend and they play yours. Theirs arrives as a link — paste it here if it comes through as text.
Nothing here is part of the game. These describe the screen you are holding, they stay on this device, and they never travel in a link — open a friend's version and you get their game with your picture.
The whole game is one file: william/pages/blockfall/game.js. The top of it is a list of dials, and then a list of shapes.
A shape is just the squares it is made of. Add your own to the end of the list and it turns up in the well.
Nothing you change here is permanent. Break it on purpose.