The steam version has local and online multiplayer, co-operative and versus, 25+ shapes, and 6 stages total, among other things. Check it out here:  https://store.steampowered.com/app/2686690/Suika_Shapes/

I renamed this game because it is being associated with the steam game Suika Shapes, which is so far separated in development it kind of doesn't make sense to call them the same game anymore. 

Keyboard Controls:

  • A and D moves the line left and right
  • Holding Shift increases the line's speed
  • Q and E rotates the current shape (except circles)
  • S or Spacebar drops the current shape

Mouse Controls:

  • Aim to where you want to drop the shape and left click
  • Right click rotates the shape 
  • Middle mouse click toggles the drop preview
  • Scroll wheel switches the drop speed between slow and fast

Speed Suika specific: Scroll wheel can be used to swap shapes, and holding either spacebar or left mouse can charge the power of the drop to push shapes around.

Mobile

I haven't tested mobile extensively, but tapping and holding to aim, and releasing to drop a shape should work. Tapping with two fingers at once will hopefully rotate the current shape.

Why this version? I tried to make a faithful clone so hopefully it ends up feeling similar to the original. The circles are visually interpolated so they should appear very smooth as well. A few extra modes are also available and have community leaderboards. User settings only work properly on the desktop versions, I suggest giving the itch desktop client a try to keep it updated. This game is based on スイカゲーム

Match the shapes to increase your score. If a shape's center is above the top line, you lose. (excluding newly spawned shapes for a short period) 

Music is ♫ - Ordinary Songs by Snail's House. Listen to more here: Snail's House | Spotify

Join the discord: https://discord.gg/9PdMuVHbRE

Follow me on twitter/x: https://twitter.com/ZanthousDev 

email:  zankai.games@gmail.com

Please leave a comment with any feedback or if there are any features you would like to have added.

Play suika game / watermelon game free online

StatusReleased
PlatformsHTML5, Windows, macOS, Linux
Rating
Rated 4.8 out of 5 stars
(44 total ratings)
AuthorZanthous
GenrePuzzle, Action
Made withUnity
TagsCozy, Cute, Physics, Relaxing, Short, Suika Game, watermelon, watermelon-game
Average sessionA few minutes
InputsKeyboard, Mouse
LinksSteam, Twitter/X, Discord

Download

Download
Circles game linux.zip 48 MB
Download
Circles game mac.app.zip 37 MB
Download
Circles Game.zip 44 MB

Development log

View all posts

Comments

Log in with itch.io to leave a comment.

literally the best suika clon

the steam version is better

i know but am in school computer XD

(+1)

Any chance you could add a personal scoreboard? Like top ten highest on X mode? If not on this version than the steam version? It'd be nice to see more than just my highest ever. 

Yes that will be in the steam version (and eventually itch), hopefully scores among your friends too. I just got started on the steam leaderboards today but only got through uploading scores. Itch version might be not updated for a while since I'm kind of crunching for the steam release, though there are a good amount of bugs in the current version I'd like to patch. (examples: moving shapes all the way to the edge doesn't work for some shapes, merging shapes don't take the rotation/shape of the faster shape even though I thought I made this change). 

Sounds good. Unrelated question, have you made any changes to the way shapes drop and slide in the last three weeks? Also, how did the shapes orientation used to work when combined? As opposed to using the fastest shape.

Firstly suika classic has its own physics so it's a bit different but in general the only drop difference was that now shapes drop at their max velocity from the start, this has been in the game for a while though, and is why I added the toggle. When the game first was made, all shapes would spawn in the default orientation, in the live version it takes randomly (whichever shape's collision gets processed first) an orientation from either shape. I fixed it days ago at this point but I haven't been putting out updates to itch for a few days because of the steam crunch. Today I'm working on steam integrations, I got local scores listing out for any possible gamemode you choose

https://imgur.com/a/jKPeBMP

This is what the mode select panel will be like, I haven't added any fancy visuals for it though. Right now normal mode has made triangles and squares bigger (~7-8%) and small mode is their old size. I was thinking of making a mode called evolution or something instead of small where each double watermelon clear you get, the size slightly increases for all shapes by 4% or so, and it would display the current size on the screen. Rising floor and all the modifiers you see there can all be played with any shape or shape combination but leaderboards are limited to non custom shape combinations, and there are no leaderboards for bouncy/slippery/low gravity. 

I was considering making swap a default option but ultimately decided against it, since it seemed a bit too straightforward to do well with it so instead people can choose it if they would like to use it. I did end up making it so the next 2 shapes show though on the current version

Hmm, so they're not any less slippery? I've noticed the triangles seem to get suck it the position they drop from, rather than flipping upside down, which seems different compared to how it was back when I initially got my high score. I've been trying to beat it again but the triangle don't want to flip over, instead sitting like this:

At first I thought it was a consequence of combined shapes picking the fastest moving ones orientation but it seems to happen even when just dropping the shape, albeit it's rarer. This isn't an issue at the start but the longer the game goes on, the more likely those shapes will get buried under others and remain like that. 

I'm also curious why you're set on making the game harder, at least for the "main" modes? Is it just to make it more like the original, where double watermelons are something most players don't get or is it a personal design choice? 

(+1)

I'll double check later but it should be the same. There is a chance the friction was increased a bit. In general I want to aim for the modes to be barely possible to beat, so that the very best players won't be able to go infinitely on them. In the original game there are players that have gotten a double watermelon clear twice in one run for example, but none in my version even though the sizes should be (just about) exactly the same. Assuming this is a legit score ( I didn't watch so carefully just skipped through), it caps out at 9999. My main point is if even better players came along they could probably just loop forever if I am not careful. There's also maybe a social media effect if all the modes are hard to clear and players take time and struggle to clear them (but it's eventually possible

I want to still provide a different gamemode that allows for multiple clears more easily so the evolution type gamemode was what I was thinking of currently. I know you said you liked multiple clears in a run so if you have any ideas here I'm open to suggestions

(+2)

i fucking love this game so much. i cannot stop playing. thank you

I'm glad you enjoy the game and thank you for playing

Please add a windowed mode with different resolutions ;n;

(1 edit) (+1)

I've been working on an options menu along with a lot of other things, I can't say when it will be out since there's a lot more left to do but it will be in the next update. 

See below comment (it happened to me too)

(3 edits)

The "circles" gamemode has different, more stable physics. Suika classic is made to match the switch game スイカゲーム

(3 edits) (+2)

Sometimes on the circles game mode, the balls will merge and end up yeeting one off into the stratosphere, which loses the game. This happened to me when the playing field was only about 50% full.

I think that maybe balls which have enough upward momentum to approach the "game over zone" (for lack of understanding on what that's called) should bounce off of it with a reset in momentum to keep the bounces from setting off a chain reaction.

Here's an example of a stratospheric yeeting for reference: https://imgur.com/a/8TbzT7e

(2 edits) (+1)

The "circles" gamemode has different, more stable physics. Suika classic is made to match the switch game スイカゲーム

Ahh shoot, I was in Suika Classic game mode! Okay thanks for clarifying the intention there, that actually makes a lot of sense. You've managed to make the Suika Classic game mode feel a lot like what I see when I watch others play the game, so great job there! I'm having a blast with the game so far and probably playing it a bit more than I should at work and all... very addictive!

glad you're enjoying it! 

i can definitely say that the corner (beta) is a bit... bugged. the corcers keep flying out

still in beta

(+1)

Okay, so a little bit of feedback. First, the new version has the blocks fall at a faster pace, this speeds up games but it also means dropping two blocks in quick succession so the second slides into place before the first is much harder. This makes the game more random and less deterministic. It also feels like the physics are different, though I can't put my finger on what, if anything has changed. Lastly, the small space you added between blocks (presumably to avoiding the clipping problem) seems like it's made the board effectively have less space, unless you resized things. 


Overall, it feels like the game is a little more random and overall harder, which means old scores seem somewhat unfair. As much as I'd hate for my high score on the Triangle game to be lost, it seems basically unbeatable on the new version. At the very least, the old scores should have the version number by them. I also found a small exploit, the score save location must be in the same space for different versions because I can use the old version of the game to get a high score and then run the new version to have it uploaded. Which is why my 11k triangle score was able to be added despite getting it on the old version of the game. 


Sorry for the wall of text, I just love the game and would like to see it get better. =)

(4 edits)

I am going to add a toggle for all the gamemodes that lets you choose the drop rate, the initial velocity of the drop is tied to drop rate because of how losses are judged currently. The physics haven't changed and the sizes haven't changed either, that was a visual change (the border visual used to extrude half of its thickness, now it is entirely inset). I'm working on another game right now but I'll try and have that added within 36 hours or so

Regarding
> I also found a small exploit, the score save location must be in the same space for different versions because I can use the old version of the game to get a high score and then run the new version to have it uploaded. Which is why my 11k triangle score was able to be added despite getting it on the old version of the game. 

I said on the other reply too but I manually added this score to the leaderboard, it wasn't what you are thinking so no worries here. 

Thanks for the comment and let me know if you have any other suggestions in the future too

Being able to change the drop rate would be a much appreciated change. Good to know the physics haven't changed and it's just in my head, as well as the sizes being the same. Also not sure how I missed that you added my score, I must have misread it, my bad. 

Also, not sure how games are added to steam or if it'd even be worth trying to do so but have you considered trying to get this on there? I wanted to pay for it but this website doesn't accept credit cards, which is my only payment method. 

(1 edit) (+1)

I'm considering doing a steam release in the future with proper multiplayer it would be around 3-5$ depending on how much extra content I provide (and whether server cost is a real issue and something I choose to use).  I would probably feel the need to improve the visuals a bit and differentiate it a bit more from the original first. Also I'd probably be switching over to steam leaderboards for the steam version for the ability to programmatically create new leaderboards based on whatever settings the player has (up to 10,000 per game apparently)

I'm just working on my physics platformer (like getting over it but it's for controller and you control two arms) right now so my time is a bit split. This is my long term project and I am working on getting a steam page up for it currently and also doing preparations for steam next fest etc

The drop rate toggle has been added 

Love the change, especially since I can toggle it mid game. One question though, was the second smallest square resize intentional? And if it was, is it just visual or is it actually taking up less space?

(1 edit)

Good catch there, it seems I entered it wrong looking at the git history. Suika classic has different sizes and each mode can have its own so it looks like I made a mistake. I'll revert this change with the next patch, hopefully it's rather inconsequential. In the version I'm working on I'm having spawned shapes now average the rotating of the two merging shapes, does this sound like something bad for the mode? It seems to work well from what I've tested so far. (adding music, rectangles, hexagons and a couple other things right now)

Annoyed the game bugged out and wouldn't let me upload this monster score (downloaded version) but I'm glad I finally broke my previous high score after two weeks of trying. Not sure I'll beat this one though. 

(2 edits)

Sorry your game is too out of date, I added an anti-cheat check when submitting scores a few days back because there were fake scores being submitted and that requires the newer version of the game to comply. I manually added it this time but please download the newer version 

(1 edit)

Ah, damn. Thanks for the reply though. =)

Edit: Ah! It updated with the new version! Awesome. 

If possible, could you make the "You lost" message more transparent? I'd like to share screenshots of my latest failure with friends, so they can mock me and point out what I clearly should have done better, but with the current large rectangle blocking the screen it's often hard to see what color my largest shape even was.

Yes

(1 edit)

A full screen view is now drawn on the panel and the panel is bigger

nice

(+2)

Leaderboard submission didn't work from playing on web, but managed to get (and clear) double watermelons :D

That update adding drawing inside the shapes for colours is *Cheffkiss*

Really solid.

I really enjoyed playing this for a bit! Just letting you know it still lets you press space to drop stuff after you game-over, and it lets you get a higher score, too!

(3 edits)

yeah it doesn't save the extra points as your highscore though, might fix it just because
edit: fixed https://zanthous.itch.io/not-suika-game/devlog/622097/patch-and-physics-adjustme...

(-1)

Familiarly Colored Circles Game - New Shapes Gameplay