Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Fugue Shot (Jam Version)View game page

What is real, and what is a dream?
Submitted by Rare Dialect, Tomisit0 — 2 hours, 7 minutes before the deadline
Add to collection

Play game

Fugue Shot (Jam Version)'s itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#74.7354.735
Originality#384.3684.368
Fun#463.9853.985
Theme#3253.1623.162

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.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 27 to 8 of 67 · Next page · Previous page · First page · Last page
Submitted(+1)

I had a lot of fun playing this. The mechanics and level design was well thought out and the game is very replayable because you get to set up your own levels. I wish there was a tutorial at the beginning because I wasn't exactly sure what I was doing until I experimented on my own

Developer

Great call! I tried to explain the mechanics in the menu but a full tutorial level is a great idea. Thanks for playing!

Submitted(+1)

Welp, this one is crazy good. A few other people have made suggestions for improvements but as far as game jams goes this is a solid 10/10. You guys should be proud!

Developer

Really appreciate you saying this! Excited to try your game!

Submitted(+1)

One of my favorite presentations in this jam - the visuals and the music all just pair so well together!!! *chef's kiss*

I also thought this idea was super original, you don't mention it in your description of how your game represents power, but I think that giving the player the 'power' to design the levels in order to beat theme really stood out to me :)

I think others have noted this but will mention them anyways in case it's helpful. Being able to reset without moving bumpers would be HUGE. When I was playing I would very carefullly place my bumpers to make my little optimization brain be happy and imagine how I'm going to hit every bumper and it'll be so perfect, and then when I would hit place and start the level, if the first ball didn't go how I imagined I would have to scratch all the time I built into placing the bumpers.

On a related note, I think having more predictable bumpers would really help with this as well. I felt like I couldn't predict how my balls would bounce which was tough.

You might enjoy our game as well! It lets players design levels as well so it might resonate :)

Amazing entry overall! Can't wait to see what you make next :)


Developer

Thank you so much for playing and for the feedback! You inspired me to edit my description too. Definitely trying your game next! 

Submitted(+1)

Nice puzzle game! it  reminded me of the game of billiards.

Developer

Thanks so much! Pool was definitely an inspiration for the physics behind the game!

Submitted(+1)

Super unique idea to create your own playing field to destroy things. took me a little bit on the first level to know what was happening. but once i got the hang of it I was zooming. 

Developer

Thank you for playing! Glad you enjoyed it. And yeah, I could bring the instructions more to the forefront instead of hiding them in the menu.

Submitted(+1)

great looks! i was confused by having to move-place the asteroids aswell as the bumpers,
going to give it another shot after having a powernap lol
it looks promising

Developer(+1)

Thank you for the feedback! I could be a little more clear about this, but every object that isn't the player is technically a bumper. So you set up the entire playfield (aside from the player) and then start shooting.

Submitted(+2)

Fun game with fantastic presentation!

But I do wish you could keep your layouts after each shot. Would allow for quicker iterations of trying things

Developer

I appreciate the feedback and agree!

Submitted(+1)

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.

Developer(+1)

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!

Submitted(+1)

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!

Developer

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.

Submitted(+2)

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.

Developer(+1)

Wow thanks so much for saying that! Hopefully we're able to add a bit more content, balance, and polish following the jam and do a full release!

Submitted(+1)

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.

Developer

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!

Submitted(+1)

Took me a while to understand how to play that, but man you did an amazing job with the visuals and presentation 

Developer

Thank you! There are instructions in the in-game menu, but I agree that I could have put them right after the title screen.

Submitted(+1)

Interesting concept and a tough game. Maybe it wasnt my genre, but I really struggled on some levels. The difficulty made me play for way too long!

Developer

Thank you for playing! Some of the levels are tough for sure!

Submitted

Interesting, challenging, amazing game. A challenger to win. Great visual style.

Developer

This means a ton to hear! Thank you!

Submitted

The polish on this game is outstanding! Really liked experimenting with the different upgrades - would love to see this game get expanded upon!

Developer

Thanks so much for playing and for saying that! We're really proud of it. And yes, after a lot of this feedback I'm thinking I'll definitely try to make a full version with more levels and powerups!

Submitted

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!

Developer(+1)

Thank you so much for playing! I did a lot of the UI layout and design, but all of the credit for the art itself goes to tomisit0! He did an incredible job setting the mood

(+1)

wow, I’m hooked!  Please make more levels!!

Developer (1 edit)

Will do after the jam has ended! Thanks for playing!

Submitted(+2)

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

Developer(+1)

Wow what a compliment, thank you! You hit the nail on the head, the UI is definitely inspired by Balatro, that screen has been burned into my mind for months lol. Can't wait to try your game out!

(+2)

I love it, the overall aesthetic and atmosphere is fantastic. The different mechanics every level is awesome. I want MORE!

Developer

More on the way!! Told myself I'd take a break after the submission deadline but I've already been brainstorming new powerup and bumper ideas... 😬

Submitted(+2)

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.

Developer

Hey thank you for playing! Was making music before I started making games so this means a lot to hear. And yeah, as I was dragging bumpers around I also thought it'd go nice on a touch screen!

Viewing comments 27 to 8 of 67 · Next page · Previous page · First page · Last page