A downloadable game for Windows
Nojong is an arcade mashup of Tetris and Mahjong that brings a new twist to falling block puzzlers: the ability to freely swap blocks between the field and a supply of 9 blocks in your hand.
Blocks left in your hand are scored for color and symmetry, so strategically curating your hand is just as important as making skillful clears!
I played nojong with my mom for like an hour recently lol. It was a weird way to bond but thanks for that
From @gelnsacolyte on Twitter
Challenge the leaderboard in 1-Player mode or challenge a friend in 2-Player head-to-head mode. Parsec is recommended for playing local-multiplayer remotely: https://parsec.app/
A gamepad is required to play Nojong. Any Xbox or Playstation controller should do.
Update: Nojong now supports keyboard controls! This is only supported for singleplayer, however, you still need two controllers to play local multiplayer. Keyboard controls are not explained anywhere in the game, so here's how the buttons are mapped:
Gamepad Input | Keyboard Input |
---|---|
(A) Button | Spacebar |
(B) Button | Escape |
Start Button | Enter |
Select Button | Escape |
Left Analog Stick | W, A, S, and D keys |
Left Shoulder Button | Left Arrow Key |
Right Shoulder Button | Right Arrow Key |
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Music Credits
Get the soundtrack onAnton's Bandcamp!
Status | Released |
Platforms | Windows |
Release date | Mar 27, 2021 |
Rating | Rated 4.7 out of 5 stars (6 total ratings) |
Author | Ben Allen |
Genre | Puzzle |
Made with | GameMaker |
Tags | Arcade,blocks,Casual,Controller,High Score,mahjong,Minimalist,Multiplayer,Score Attack,Tetris |
Average session | About a half-hour |
Languages | English |
Inputs | Keyboard,Xbox controller,Gamepad (any),Playstation controller |
Accessibility | Color-blind friendly |
Multiplayer | Local multiplayer |
Player count | 1 - 2 |
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Ok so I did some testing and wasn't able to replicate this issue. Made a new save file for myself and both my first and second scores saved to the leaderboard. Restarted the game and played two more, and both of those scores saved as well.
That all being said, I *think* when playing I got a 127k score which I don't see on my scoreboard. However, I'm not 100% sure because I wasn't keeping super close track of what my scores were until after this happened, and I do see 4 unique scores on my scoreboard, which is the number of games I played. So it's possible that the issue isn't that scores aren't being saved, but that they are being saved incorrectly in some cases. If your 150k score isn't on your score board, it may have saved as a lower score. I'll give this a closer look soon to see if something is going awry.
I did also notice a few other bugs: one being hands are sorted in reverse now, whoops. Second being the second game you play after the tutorial will be a multiplayer game even if you don't have two players.
I'm going to wait a bit before making a patch to fix these to see if more bugs come in.
Ok let me help you with controller dilemma. We normally use the cursor keys (arrows) and Z/X/C in place of A/B/C buttons on controller. It's identical, there are no keyboard issues, I'll help resolve any user experience if you need.
Hope to play it on the keyboard otherwise this would be the "strangest" decision I've seen - controller game on PC, while PC doesn't support controllers that well, or 90% of us simply don't have a controller! I gave mine away recently so now I'm stuck
I do like this game personally, but I think the lack of keyboard compatibility is very alienating, even if 3rd-party controllers these days don't go for very high prices. I did see the dev's comment about how the game felt "terrible" to play on keyboard, but I still think the option to play with a keyboard OR controller would be nice.
The simple answer, which will sound pretty stupid, is that I decided early on that this would be a free game and so I felt ok only supporting the preferable control scheme. Normally supporting both is trivial, but for this game I put a good bit of work into the cool analog menu system, which I programmed for analog stick input only. I could theoretically make it work for keyboard, it just wouldn't be as quick a task as it would for other games where analog input & keyboard input are effectively the same.
I should really take a second look at the code though and see how much effort it would be to get keyboard working. I'll have a look in the next few weeks when I have some free time. If I release an update, I'll make a post about it so everyone knows. No promises though.