TetrisClone-Timefall

A guideline-inspired Tetris implementation built in C# on top of Timefall — created as a full, non-trivial game to stress-test the scripting layer end-to-end. Every gameplay system (piece spawning, movement, rotation, line clears, scoring) is pure C# scripting against the engine’s entity API. The rule during development: if a feature needed a new engine capability, that capability got added as a generic, reusable engine system — never a Tetris-specific workaround.

Implements the real ruleset: 7-bag randomizer, SRS rotation with wall/floor kicks, DAS/ARR movement tuning, lock delay, hold piece, a 5-piece next queue, ghost piece, and level-scaling gravity.

TetrisClone-Timefall gameplay


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