Phew, I beat it! The giant was the hardest level, probably because I was tempted by the cursed necklace. No idea what that did. As others have said, supreme audiovisuals. The only thing that bothers me is the idea that it's a puzzle roquelite, so theoretically a level could be impossible depending on your luck. Maybe it wouldn't bother me as much if there were a lose condition. As is, the only way to restart is to close the game and open it again.
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Fugue Shot (Jam Version)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #7 | 4.735 | 4.735 |
Originality | #38 | 4.368 | 4.368 |
Fun | #46 | 3.985 | 3.985 |
Theme | #325 | 3.162 | 3.162 |
Ranked from 70 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent "Power"?
Between levels, you power up your player by choosing upgrades. You also give the player the power to create their own level layout.
Comments
Thanks for playing! Amulet increases the invisible "luck" stat, which determines the percent chance that balls you shoot will have a "trait" on them (Undead, Flashy, and Hefty are all traits that affect balls randomly instead of all balls).
And totally get what you mean, I think maybe I could place levels in a random order and scale difficulty accordingly? As in, the further along on a run you get, the less balls you're allowed to use. Lots to think about, excited to make a more refined version of it!
Love the music, love the style, love the freedom. Two main things: I wanted to know what upgrades would do before I got them, and I REALLY wanted to be able to reset to my previous layout after losing. There were a lot of times I felt I had a really good or nearly good enough position and either needed to fine-tune or just shoot better. Having to setup the same layout again took time. Other than that, really enjoyed my time, great game!
Really appreciate you playing and thanks for the feedback! Yep, the bumper setup thing has been a frequent request actually, so I'll be sure to add that in any future version of the game!
As for item descriptions, I almost prefer the vague mystery of having to test things out across multiple runs. You can see how items affect your stats once you buy (although I could make this more clear). I think it'd be cool to lean into the roguelite aspect of the game by having a pool of 20-30+ levels, and you'd only play 10 or so on a given run, encouraging more playthroughs and different setups.
The polish in this game is out of this world! When I see games that look this good, I buy them without a second thought.
Really cool and well presented.
I do wish what I was shooting were not spherical targets as it felt frustrating when bounces weren't going the way I wanted them to. I bet I'd like it more if they had clear sides to them, as well as the ability to rotate them.
Then again, this is clearly a skill issue on my part. (I also had no idea what most upgrades were doing for me, but I bet re-playing it would shed some light on them).
Well done.
That's a good point, I think if some of the bumpers were shapes like squares and triangles that'd even open up more possibilities for gameplay (and the round bumpers could be more of a challenging mechanic). The upgrades are intentionally a little vague (this design choice is inspired by Binding of Isaac) but you can see what they do for your stats after you buy them!
Really appreciate you playing and your feedback! Excited to try your game out!
Took me a while to understand how to play that, but man you did an amazing job with the visuals and presentation
The polish on this game is outstanding! Really liked experimenting with the different upgrades - would love to see this game get expanded upon!
really fun puzzle game! super impressive you had time for making the mechanics all work and be fun, but also for great visuals and audio too!
By far the best UI I have ever seen in a game, you made balatro's ui 10 times better which I didnt know was possible. I love games like ultimate chicken horse and this kind of reminds me of the aspect of building the challenge for yourself. the game being this fun and looking this stunning puts it as a top contender for this jam. amazing
A really cool Roguelite. The music is great. I like the visuals so much. In terms of gameplay, it's such a good combination of simplicity and skill. Would easily make for a nice mobile game.
This is some high-quality stuff. The art is clean and effective. The sounds are satisfying. The difficulty is well balanced. Lot's of creative ideas at play. I'm very impressed. Bravo!
Fun and great looking game! You should add the ability to save your last placement, because sometimes I had (what I thought was) a really good setup but I suck at aiming haha. But I guess without saving placements it encourages you to try new things! The different powers were cool.
This game was a complete vibe. I love the synthwave aesthetic and music, and the game itself was immensely enjoyable and addictive. I'll be playing this one again.
Insanely creative concept and lots of fun. Had my brain working at 100% capacity. Feels great to find the solution.
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