Roly Pony
A hand-drawn horse puzzle about matching feed, unlocking larger horses and chasing a high score.
Play nowBuild pellets with falling blocks, then send the worm through the gaps to eat them.
Build pellets with falling blocks, then send the worm through the gaps to eat them.
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OrmBlok begins like a falling-block puzzle, but clearing neat rows is not the whole point. Your blocks create pellets in the playfield, and the worm then has to reach and eat those pellets.
Each round asks for a larger score, with round nine as the final target. High-value setups are also the riskiest, so intentional gaps and careful timing can be more useful than a perfectly tidy stack.
The built-in tutorials explain the unusual loop before a full run. You can also enable a hard drop on the start menu when you are ready to place pieces faster.
Spoiler-light answers about gameplay, controls, modes and common first-run questions.
OrmBlok is an arcade falling-block puzzle with a second phase: the blocks create pellets, then a worm has to travel through the playfield and eat them.
Place falling pieces to shape the field and create pellets. After building a wormhole and switching modes, guide the worm through the spaces you left to collect those pellets.
First build a wormhole in block mode so the game can switch to worm mode. Once the worm is active, guide it with the arrow keys.
Use the arrow keys to move pieces and menu choices, X to confirm or rotate clockwise, Z to go back or rotate counter-clockwise, and Enter to start or pause.
Press X to rotate a falling piece clockwise or Z to rotate it counter-clockwise. These keys correspond to the original Game Boy A and B controls.
On the start-game menu, use Left or Right to enable the hard-drop option shown at the top. Once enabled, press Up to send the current piece straight to the bottom.
The challenge is to reach round 9. Each round raises the target sharply, so later rounds demand more efficient and riskier scoring setups.
Yes. Built-in tutorials explain the block, pellet and worm loop. They are worth completing because normal falling-block habits do not explain the whole scoring system.
Yes. It was created in GB Studio for a Game Boy competition and has Game Boy-style controls and visuals. The edition above runs that experience in a browser.
No. It borrows falling-block movement, but intentional gaps, pellet creation and the worm phase change the objective. A perfectly tidy stack is not always the best strategy.