Regarding mouse controls:
-The thing I just said on irc… mmb=auto fire dropping
-You can move “into” the walls. By that I mean… say you are on the very left… and you move your mouse even further, then you need to move the mouse all way back to the right before it starts moving. It’s a pretty common glitch, which can be also seen in a lot of breakouts.
-The mousewheel could be also used. Rolling down=pull and rolling up=release (one). I think that could be pretty interesting and intuitive at the same time. How convenient that release all is allread on rmb.
One of those default things to do is faster music if the blocks come near. I was actually irritated by the fact that it wasn’t that way… how odd… but I totally assumed that it would happen.
Btw all control types can be active at the same time and a lot of casual games just do that. Less options and the user can try all (available) controls without going back to the menu.
I found “aiming” a bit hard. I think its partly the fault of the pretty bright background. And another thing you can do, is displaying a “ghost” brick on the spot where the current one would drop (as seen in all those better tetris games).
Well, I think it’s a good game idea. With some polish¹ (and a one hour demo) it could be a rather successful shareware game, I believe.
[¹ A theme, a consistent style, pre rendered backdrops with some details (matching that theme), a pre rendered nicely antialiased magnet (it’s only 16 frames), a font which matches that style, eye candy particle effects, color blind support with differently looking blocks (color alone doesn’t cut it)… stuff like that. Basically a week of work for a good artist, more music+sounds and some more code. MoleBoxed it could be sold through the portals. I’m not sure if that investment would pay off… but maybe you’re feeling lucky? :)]