Pushing the Envelope: Prototyping Blockstar

Last week marked an exciting milestone for Drillimation Systems as we officially began prototyping Blockstar, the next entry in the Drillimation Danmaku Universe. Over the course of seven days, we laid down the essential game logic, centered around the core mechanic of pushing blocks from the screen’s edges to form matches. We also integrated special blocks into the grid, bringing us closer to a playable foundation for this Bejeweled– and Candy Crush-inspired match-three experience.

Transitioning from initial concept to a tangible prototype brought several key design shifts—most notably regarding the user interface and how we handle bullet patterns.

Setting the Stage and Progress

Some find it a good idea to start fresh in a new genre, and for Drillimation Systems, Blockstar represents a long-awaited leap into new territory. I first conceived the idea for Blockstar in late 2025, but I held off on development while completing Touhou Meishuugeki ~ Cursed Sweeper and Bewildering Parallel. In truth, I’ve wanted to make a match-three game for over a decade—dating back to my high school days in 2015, years before the first installments in Chuhou Joutai or the Touhou Project NES Demakes were even released. Now, after years of mastering danmaku logic and arcade systems, I finally felt equipped to tackle puzzle architecture.

To set up the core board layout and grid logic, I relied heavily on tutorials from YouTubers Mohammed Al-Tulaibawi and Mister Taft Creates. Following their foundational guides got the board up and running, but the biggest hurdle quickly proved to be match logic. Most match-three games rely on standard gravity to fill in empty spaces from top to bottom. However, because Blockstar relies on pushing pieces to the board’s edges, handling gaps left behind from cleared matches almost had me running to Fiverr for help. After extensive trial and error, I developed a universal solution to clear and refill the grid seamlessly, which became critical when programming our special block behavior.

Once the foundational loop was locked in, testing turned into pure entertainment. After long programming sessions, I found myself unable to stop playing the prototype. As someone who routinely unwinds with online Picross puzzles, classic Flash Bejeweled, or the Bejeweled Twist trial, seeing that same addictive “just one more round” quality emerge in my own game was the ultimate validation.

The Synthesizer Rack GUI

Originally, I planned to repurpose the user interface framework from Shining Shattering Sky ~ Reverie of Breaking Unreality. However, as prototyping progressed, it became clear that Blockstar needed a visual identity tailored specifically to its themes.

Instead of traditional fantasy frames or arcade borders, I opted for an original design modeled after synthesizer racks—the hardware equipment found in professional music composition and recording studios. Sleek control panels, LED meters, and rack-mounted modules frame the puzzle grid, giving the screen a tactile, studio-equipment feel. This aesthetic ties directly into the story’s narrative, grounding the player in the cozy, creative world of a high school Idol Club as two classmates team up to form a band and save their club from disbandment.

“No Danmaku” Clarified

Last Tuesday, I raised the question of whether a Drillimation game could exist without danmaku elements. Now that prototyping is underway, I can clarify how bullet patterns will actually function in Blockstar.

While you won’t be maneuvering a hit-box ship through dense bullet fields, the spirit of danmaku is still present—reimagined through a custom “particle” system. Rather than relying on GameMaker’s built-in particle engine, I built a proprietary particle system from scratch. This custom engine models bullet trajectories and visual patterns after the classic danmaku logic seen in Chuhou Joutai, the Touhou Project NES Demakes, and Mythos of Phantasmagoria. Instead of killing the player on contact, these particle patterns dynamically overlay the board state, serving as visual feedback, hazard indicators, and thematic flair during high-combo chains.

Gameplay Mechanics and Pressure Systems

At the core of Blockstar’s design is its primary action verb: pushing blocks onto the board from the screen’s edges rather than swapping adjacent tiles. Players must evaluate all four borders of the grid, sliding new blocks into rows or columns to align matching sets and create cascading combos.

To keep puzzle-solving tense and strategic, Blockstar incorporates high-stakes pressure mechanics heavily inspired by Bejeweled Twist. Instead of relying purely on a passive move counter, the grid introduces bomb blocks, hazard tiles, and special power blocks. Left unchecked, hazardous blocks threaten to detonate or scramble surrounding rows, forcing players to balance immediate match opportunities against urgent threat management. This risk-and-reward structure ensures that every edge-push feels deliberate and rewarding.

What’s Next for Blockstar

With the core board logic, match resolution, and particle engine baseline successfully prototyped, the foundation for Blockstar is solid. Over the next few weeks, development will focus on:

  • Refining the Special Block Interactions: Polishing how unique block types interact when matched simultaneously or triggered by particle effects.
  • Audio Integration: Synthesizing sound effects and laying down the initial synth-pop soundtrack to match the synthesizer rack interface.
  • Story & Visual Novel Framework: Implementing the dialogue engine for the 12-episode main campaign inspired by slice-of-life classics like K-On!, Tari Tari, Love Live!, and Ya Boy Kongming!.

As always, thank you for following our development journey! How do you feel about the edge-pushing mechanics and the synthesizer rack interface? Let us know in the comments below!


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2 thoughts on “Pushing the Envelope: Prototyping Blockstar

  1. That’s awesome! Congrats on reaching such an exciting milestone! 🎉 It sounds like Blockstar is already coming together really well, especially with the block-pushing mechanic and special blocks. Can’t wait to see how the game evolves as you keep building it! 🙌

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