If you enjoy please rate!

When all else is just doom and gloom all you can do is look to the sky... and tri.

The goal of the game is to stack your tower as high as possible.

Colors that match either by touching sides or via creating a line will break. Get a different color on each side of a triangle to reinforce that tile and not have to worry about it breaking again.

Keyboard Controls:

Left Arrow / A : Move left

Right Arrow / D: Move right

Down Arrow / S: Increase fall speed

Up Arrow / W: Rotate trick

Click/tap UI cog to pause game and view touch controls.

Give the web version up to a minute after the load wheel thing disappears (solid black screen) for the game to start on mobile.

Report bugs at www.derangedturtlegames.com/report-bug

Features sound effects by InspectorJ and NewAgeSoup

PlatformsWindows, Linux, HTML5
Rated 3.0 out of 5 stars
(1 total ratings)
AuthorDeranged Turtle Games
GenrePuzzle, Strategy
Made withKrita, Audacity, Godot, GIMP
Tags2D, Casual, Cyberpunk, match-3
Average sessionA few minutes
InputsKeyboard, Mouse, Touchscreen
LinksHomepage, Support


Download NowName your own price

Click download now to get access to the following files:

TriHard_linux.zip 33 MB
TriHard_win.zip 32 MB
TriHard_win32.zip 32 MB

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Development log

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This is really an interesting concept, I like it! Yes I am a fan of tetris games, but this is a fresh take on that idea. Thumbs up!

There's a bug that I seem to have triggered because it's possible to space the pieces unevenly.  When I place a new piece that can't align with one of them unless it overlaps the other, that new piece sort of cycles back and forth between a couple of positions without ever settling (which brings the game to a halt).  Don't know whether that's the same bug as the "exclusive to HTML5 export" one you mention.

I really appreciate the feedback. Im starting work on overhauling the entire game system on the back end now. For some reason I thought it was a good idea to use the physics engine to make things fall and detect certain types of collisions, and that seems to be the root of all the problems. Going to essentially recode it, so check back here in a week or two