Nah, it's simple! In the gamemode showcased here, when you fill an entire line that has orange spinny blocks, the game will decide how many blocks it will clear. If it decides to clear all of the blocks, it says you win, and presumably, if it doesn't decide to clear all of the blocks by the time you run out of pieces, then it'd try to gaslight you into thinking that losing the level was somehow your fault. Alternatively, there may actually be some arcane logic behind block clearing that's hidden from the player, but I think that's just what the devs wanted us to think.
i've never played this, but based on the gameplay and some pre-existing knowledge of bombliss, I think I understand it. > the play field and pieces resemble tetris, except forming lines doesn't clear them automatically. instead you have to make lines including special bomb tiles, which causes them to explode and destroy surrounding blocks. (this is how bombliss works basically) > unlike bombliss, the bombs explode in a cross shape, similar to bomberman bombs. the reach of these bombs is dependent on how many lines are on the field and/or how long you combo is, even if they don't contain bombs > creating a 2x2 square of bomb tiles creates a super bomb with a much bigger blast > any blocks that are "boxed in" by the bombs, with their explosions surrounding them on all sides, are also destroyed. (if you look closely, you can see they have a different animation when this happens) > there are other special tiles, like darker tiles that can block and survive one explosion, as well as metal spiked tiles that are completely invulnerable