Red Tetris.
Tetris for up to ten players, where every board falls in step.
The problem
In a multiplayer game, fairness is something players feel before they can name it. If one board runs a beat late, or one player keeps drawing better pieces, the match stops feeling like a match.
What I did
Built with Yassine Khadiri, who designed and built the interface. I wrote the game engine and the multiplayer server: every board is played on the server, on its own clock, and every player sees the same pieces in the same order. The rhythm of each mode — how fast pieces fall, what you can and cannot see — is set there.
Details
Everyone draws the same pieces
Each round starts from one shared seed, and every board reads its pieces from that same sequence. Nobody wins because of luck.
Speed is a curve, not a switch
In Standard a piece falls one row per second at first, 75 ms faster each level, down to 125 ms. Storm halves the time at every level instead, so the same game turns frantic within a few minutes.
Stealth takes things away
In Stealth your placed pieces vanish from your board and the landing guide is gone. You play from memory, and the server keeps the real board.
You can feel your opponents
Beside your board, every opponent appears as a live silhouette of their stack. You see them climb, and you see your penalty rows land.
