Petal Crash sequel where, if you get a combo (simultaneous clear) of all 5 colours (example below) then you instantly win the match by dropping a Wrecking Crew '98-style billboard on your opponent (it has Lilibri saying "Keep quiet in the library" on it)
It's not canonically stated what the "Petal Crash" matches in the game "Petal Crash" look like, but I've got the scoop right here: it's basically just shuffleboard. Rosalia uses her sword as a cue stick.
I'd play Petal Crash's story mode more often if 3-stock matches weren't so long… *some kind of small purple creature reminds me that the matches would be shorter if I simply win by OG on the first stock every round* No
Petal Crash creepypasta about the "deleted eighth Sacred Blossom", "one of those sunflowers that're, like, two sunflowers"
Like, I sincerely love them all, but… a character like Aqua or Pearl simply could not exist, on a fundamental level, in Petal Crash's world.
God. Just. It's so freaking funny to think about how much Petal Crash's narrative and world design owes to Puchi Carat, and then actually compare Petal Crash's thoughtful, self-conscious and gentle cast with how positively rancid Puchi Carat's characters are
"Draco Centaurus is a centaur" is definitely in the lower-right "body shape iconoclast/equine iconoclast" square of the Centaur Definition Alignment Chart.
Just watched a stream VOD where someone in chat called Strelitz the Draco Centaurus of Petal Crash……………………………
If Petal Crash was localised by a 90's-00's console publisher, it would've been renamed to "Puzzle Crash", had all the localised Story Mode dialog changed so that everyone says "Puzzle Crash", and had its boxart replaced with a raytraced render of some cubes on a checkerboard.
God, this game is very good at what it does, but losing in it feels SOOOOOOOO BADDDDDDDD.
At least in Petal Crash when your board is four-fifths locked up, it isn't because you manually built most of it into a monument to your own folly.
It's spring in the north, and somewhere in this sin-drenched world, the cherry blossoms are in bloom. So please, celebrate by turning on the forbidden sixth colour in Petal Crash Online. And when playing, remember: they bloom so bright because there are bodies buried underneath.
Petal Crash sequel where instead of just the right-up-down-left priority system for blocks pushed from two directions at once, you can hold a direction during the crash to give it Smash Bros. style DI (directional influence)
Playing versus puzzlers via Petal Crash has probably made me distrustful of falling block versus puzzlers… Panel De Pon I like. Puyo Puyo 1? Hmmmm…
StarSweep is the only one I've genuinely clicked with, and that's mainly because you just teleport pieces onto the board.
The other beginner-friendly quality both Panel De Pon and Petal Crash have is the piece spawner: because so many pieces spawn at once, you don't fish for one particular colour like a beginner would for Puyo and StarSweep.
Both Panel De Pon and Petal Crash have this beginner-friendly quality where one individual move has, on average, very low effect on the board, so a single flubbed movement doesn't usually have huge lasting consequences. This can't be said for Puyo, Tetris, or even StarSweep.
"Petal Crash has the sheer chaining freedom of Puyo and the not-a-freaking-1000-gravity-falling-block-game of Panel De Pon" ––me brainstorming a review of some sort
For those of you still starting out in Petal Crash, all you need to know is that counterpressure (clearing garbage and chaining at the same time) is fake and made up by top players. Don't worry. It doesn't exist, so you don't have to learn it. : )
It's official! Me, your pal Leon, can #BeatTheSkull AI speed in Petal Crash… when it's Strelitz… in Clear Contest… when I secretly changed the Chain Multiplier to "OFF", thus causing chains to have no benefit beyond speed. But, as they say in Hell: "Read the fine print, bub!"
When I got this Petal Crash 1CC, I told myself, there was one thing I was finally going to do… and now I finally have the right to do it.
Currently crying into my sword about how hard Petal Crash is *puts entire sword into my mouth up to the hilt and drinks from it before slamming it on the bar counter*
#RoadToGrandmaster CPU 12 Lillibri. If I can beat this, I can beat CPU 15 Lillibri. Though, it's sad to say, but the answer really is just "never get hit", just like always.
Top 10 Versus Puzzler Sound Effects (Non-Vocal)
1-6: The Tetris TGM next piece sounds
7: Top-out flourish (Panel De Pon 64)
8: "Here comes a new challenger" fanfare (Super Puzzle Fighter II)
9: Garbage queued (Soldam)
10: 20 garbage queued (Petal Crash)
#RoadToGrandmaster OK… I can beat CPU 11 Lillibri.
xross_dreams_you_are_the_smartest_person_who_has_ever_lived.wav
Oh Sacred Blossoms,
Grant me the fortune
to find the next link in my chains
the wisdom
to cut them short when I cannot
and the humility
to never assume I could extend them no further
––– The versus puzzle gamer's prayer
#RoadToGrandmaster I'm starting to think this game's CPU level meter is deliberately misleading. I can beat the CPU 10 Lillibri in a complete shutout. But when I change it to 10.1, then suddenly my winrate is 50/50. Symptom of sleep deprivation, or……… ?
After one of her tomes tips over onto her while she's reading it, Lillibri wakes in a world where Petal Crash tug-of-war mode is literally just a tug-of-war. In order to get the Sacred Blossoms to wish herself home, she must somehow win tug-of-wars against the normal-size cast.
If Petal Crash had active chains (block movement during chains) like in Panel De Pon, it would make longer chains easier, but it would also become a much more wicked and cruel game, in the same way that Panel De Pon can be cruel to its players.
Asgore from Deltarune, comforting me after choking my latest Petal Crash Grandmaster 1CC attempt: "Just think of it like… failing your driving test. No one, and I mean NO ONE, passes the first time. Why, on MY first time, I nearly ran over six chi– uh, but the important thing is
Suddenly wondering if the original design specification for Ore Kid (Petal Crash character)'s dialogue portrait began with "OK. So. You know the doge meme, right"
DESIGN CRITIQUE: The decision to make story mode battles in Petal Crash 3-stock (instead of 1-stock like most arcade story modes)
👎One credit takes almost half an hour
👍👍You can blow a 3-1 stock lead in the last stage and it's funny every time
VERDICT: GOOD DESIGN
Newly invented solo game mode: "The Royal Garden"
• Turbo: On
• Spawners: 1
• Self Garbage
• Spawner Garbage: 100%
• Instant Drop: On
• Chain Power: Hi
From nothing, can you restore the garden to its former glory in under 1:30? (The time taken when just pressing Grow)
Newly invented solo game mode: "Dr. Lillibri"
• Self-Match (mock duel)
• Colours: 3
• Spawners: 6
Get the board empty of petals (all clear) in the fastest time!
Petal Crash As Intended
#RoadToGrandmaster Oh, right. I was doing this. Well, better derust with CPU 13… damn, I'm slow…
One thing in Pizza Tower I wanna see in other games is someone in the corner who rates your combos. Have Lillibri in the corner of Petal Crash saying "Very good" when you chain. If you do 6 or higher, Strelitz replaces her and says it's taking too long and to get on with it.
DID YOU KNOW… ALL OF THE TRULY GREAT VERSUS PUZZLE GAMES BEGIN WITH "P"…
Panel De Pon
Petal Crash
Puyo Puyo
Puchi Carat (← not actually a puzzle game)
AND, THE GREATEST OF THEM ALL…
Pac-Attack
IT'S TRUE !
This is for the benefit of people encountering "Quote tweet this with the most fricked up Puchi Carat lore fact you know"-style tweets (← example text only)
My Petal Crash gameplay veers wildly from good to pitiful, and the only explanation I ever have for the latter is literally "I temporarily forgot how to play the videogame".
I need to check out more of the Petal Crash co-op mode dialogue. This line is one of the Zack Morrisonest lines in the game.
After making this tweet, I opened Petal Crash, fiddled around with the board for 30 seconds, then did a chain that turned out to be a 6x by accident.
This also means that "board health" is easier to see at a glance (coming down to the number of garbage and isolated singles) and the ways of managing it are very intuitive (try and move blocks toward their own colour and away from incoming off-colour spawns).
As a result, getting competent at the game comes down less to being able to foresee increasing layers of transforms, and more to how well and quickly you can form contiguous colour blocks, and whether they're aligned along the correct edges.
Here, for instance, it's immediately obvious that if you pop the two reds in the corner, it'll chain the greens and blues for a x3, and moving that yellow in row 3 to the right makes it x5. For a gravity puzzler, you'd have to do a lot more mental transforms to even foresee a x3.
Out of all the versus puzzlers, Petal Crash is still the only one I've been able to become "good at" (in the sense that I can beat the CPU at least once at the highest numeric difficulty), and I attribute this entirely to the chain system being extremely easy to visually parse.
This is another reason why Petal Crash, whose multiplayer is all symmetric, is underrated.