Show HN: Lazy Tetris
Overall reception & concept
- Many found the “no-gravity” / low-stress variant surprisingly fun and relaxing, especially for people or kids who dislike time pressure in classic Tetris.
- Some initially dismissed it as bad game design, then realized the appeal after playing longer.
- A few felt it was still stressful or tedious (e.g., manual dragging, issues with controls) and suggested it’s not truly “lazy.”
Controls, UX, and feature requests
- Non-intuitive elements: needing to press “clear” to remove full rows, hidden ghost-piece toggle, unclear keyboard shortcuts, and confusion about which key clears lines.
- Repeated requests for:
- Ghost/landing shadow (exists but off by default; users want it more discoverable).
- Keyboard shortcut for “clear.”
- Auto-clear option and auto-drop when a dragged piece hits the bottom.
- Separate rotation keys (clockwise/counterclockwise) and rotation-in-place parity with official Tetris.
- Larger or cleared hold queue on reset, undo that restores the pre-drop position, undo that also affects hold.
- Option to see more upcoming pieces for lookahead practice, score/competition mode, and possibly progressive gravity or complete removal of gravity (a “fix here” button).
Piece randomization & difficulty
- Several players noticed long runs without specific pieces (e.g., L or I), inferring purely random generation.
- Multiple suggestions to use a 7-bag or TGM-style history-based generator to reduce frustration and emphasize chill play.
Bugs and technical issues
- Reports of: ghost not updating after clears, drag gesture sticking on walls instead of sliding, random rotation behavior on Firefox Android, selected text interfering with drag, WebGL-disabled black screen, and full black screen on some Firefox setups.
Naming, trademarks, and legality
- Strong advice to remove “Tetris”/“-tris” from the name.
- Substantial subthread on The Tetris Company’s aggressive trademark and trade-dress enforcement, past DMCA takedowns, and court decisions about tetromino shapes and “look and feel.”
Platform, monetization, and openness
- Debate over native app vs. web/PWA; some prefer web purity, others want an app mainly for monetization and convenience.
- Interest in open-sourcing; the author indicates plans to release the code.
AI-assisted development & meta
- The author describes “vibe coding” the game with AI tools on a phone, plus manual performance tuning.
- Some discussion around previous AI-generated posts and attention-seeking behavior.
Broader reflections & comparisons
- Comparisons to other Tetris variants (Zen modes, brutal generators, ultra-fast Grand Master, braille-based and “fight gravity” clones, a physical board-game version).
- One commenter draws analogies between playing this variant and startup decision-making and technical debt.