OK, one of the assorted concepts I'm playing with is sort of like Dr. Mario. You've got a block that you're positioning that's 2 squares big, lets say one side is red and the other green. In most games like this (including Dr. Mario, Tetris, sorta, and others), you need to be able to: 1) Position the active blockset 2) Rotate the active blockset 3) Force the active blockset to fall into place quickly (else the game is slow and boring for veterans early on, when the pace is slow for newbies). For reasons somewhat unique to the twist I'm putting on this design, 3 is fairly important here - moreso even than in a normal game of this type. The problem is that I had planned to allow the mouse to control positioning (#1), the left mouse to force a fall (#3) and the right mouse to rotate (#2). But rotation is key to these kinds of game - without it, you play the game MUCH worse. But of course, one mantra of casual game design is to avoid assigning critical gameplay functionality to the right mouse button. So I can: 1) Leave it as it is - players must learn to use the RMB as well as the LMB 2) Switch functionality, so that LMB rotates and RMB drops. Doable, but players who don't discover this would be faced with a slow and somewhat odd experience, especially early game. 3) Eliminate rotation altogether - player can only position new block, not rotate it. There are various difficulty adjustments I can make to offset this (i.e. less variety of colors on the board leading to easier matches. Match-3 in any configuration rather than 3-in-a-row). Thoughts?