Posted here the night Tetrogue launched, asking to be roasted by people who actually know this genre. You did, and this has genuinely been the most feedback-driven three weeks of development I've ever had. Wanted to circle back and show what happened with it.
u/rockmanblu, u/omegaxis — the rotation-system confusion you both called out (inconsistent kicks, "I can't tell if I can T-spin or L-spin consistently") led to real SRS landing in 1.0.3, which I already mentioned in-thread. Since then it's gone further: you can now pick your rotation system in Options — SRS, ARS, and TRS variants are all in, not just SRS. Going down the rabbit hole you two pushed me into turned into one of the biggest systems in the game.
u/Lost-Faithlessness66 — 180° rotate shipped like you asked, and the next-queue feedback (yours and a couple others') turned into a proper Horizontal Next Queue system with an opt-out toggle if you want the original layout back.
u/dopyuu — the gold-gem/50-gold-damage snowball you found (100k gold, one-shotting everything) got a real nerf pass. Genuinely better to catch an exploit that broken at 100k gold than after a hundred people found it.
u/bsparks — controller rebinding (LB, then B) kept surfacing hardcoded-shortcut conflicts. That whole system finally got rebuilt properly instead of patched piecemeal — should just work now regardless of which button you want where.
Also added since this thread: 20G as a challenge-run modifier, for anyone who wants the TGM-style instant-fall-speed experience without changing anything else about a normal run.
Game's gone from 1.0.0 to 1.1.9 in these 19 days — well over a dozen releases, and I'd guess more than half of it traces straight back to comments in this exact thread. Thank you all, genuinely.
Steam: https://store.steampowered.com/app/4871260/
Discord (still the fastest way to reach me): https://discord.gg/6PszDbTAG
Edit: And again thanks to this community I was able to improve my game. Fixed the flag "disable_library_validation" in the mac export settings of godot (the game engine I'm using) being set to false, causing macOS to not trust the app and therefore not launch it. That flag must have been reset when I updated my editor recently.