Thanks for trying the game! I'll try to answer everything.
It was difficult to tell if/when bombs would go off. Even if we could see the fuse, with all the intense action it was hard to anticipate the timing. When there were blocks stacked on top of them, even more so
The bomb actually has a randomized timeframe to blow up after the fuse burnt down. It was not your shortcoming, it was designed this way. But if it felt annoying I might reconsider it.
When a bomb is covered with something, it's disabled and acts as a regular boulder.
Because of all the action that forced your attention on the playing field, we could not keep track of our scores, to the point where we were unsure of the victory condition; was it on a timer? Fastest to 100 points?
It's the fastest to 100 points, but I consider this a placeholder. I will likely replace it with something more climactic, I just haven't decided yet how to go about it. This was also a weak point in the design of the original Totemori.
My girlfriend had impulses to pull blocks/stacks when they were pushed into corners but this was not possible. Make of it what you will Smiley
It's on my backlog to make it possible to push stuff off at the edge of the playing field.
I'm also considering to swap the stack and the player's position when a stack is pushed to the edge. This would give you an option to move stacks back from the edge, but it doesn't make that much sense.
I guess I will implement both and see which one works better.
Despite being super fun, generally speaking the game was quite exhausting. We were pretty much pooped after 3 matches. Can't tell if it's because you're still in early stages and wanted to try core mechanics first tho or if this intensity is part of the core vision. Are you considering to add some sort of downtime into the matches? Maybe a bigger playing field, or intervals where you get less objects falling, or just less ones that you are able to use in an offensive fashion? Just some thoughts.
Honestly, not a whole lot of balancing has been made so far. At the moment I'm adding new features and gameplay mechanics to the game without paying much mind on how they interact together. At one point I will start to fine tune and figure out the correct pace for the game.
Deliberate downtime is not something I considered yet, I will give it some thought.
But I'm pretty sure the game will have a turn-based mode in addition to the fast paced real time mode. I have it mostly implemented and it works pretty well, it's just a very different way of playing the game (second guessing your opponent and move optimization becomes key)