Steam Release Confirmed https://store.steampowered.com/app/2686690/Suika_Shapes


Steam link

Steam link

A new update has been released to add buttons linking to the steam page. Suika Shapes will release at the end of November on Steam, currently planned for 11/27. Wishlists are greatly appreciated! It will be priced at 4$, and On sale for 3$ at release, and during all major sales. There will lower prices depending on the region you live in as well. The itch version will continue to receive updates leading up to release

https://store.steampowered.com/app/2686690/Suika_Shapes

Files

Circles game linux.zip 40 MB
Nov 11, 2023
Circles game mac.app.zip 37 MB
Nov 11, 2023
Circles game web new.zip Play in browser
Nov 11, 2023
Circles Game.zip 44 MB
Nov 11, 2023

Get Suika shapes old/free beta version STEAM VERSION OUT NOW!

Comments

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Hey ! Thanks for this great game !

Is the Itch version will be updated as the Steam version, in the future ? What are you plans for the two versions ?

Is the Itch version will stay free, pay what you want, or the same price as the Steam version ?

And, can you add an option to disable the "ghost" fruit which indicates where it will fall ?

Thanks ;)

Choupi

The features added until now will stay free on the itch version. Additional features either will not come to the itch version as fast or will be steam only, such as additional modes, certain shapes, custom combinations, modifiers, multiplayer (if added) etc. Quality of life update(s) will be released (options menu)

Pay what you want has gotten me a total of 2 sales over about 20k plays totaling 4$, then $2.80 because of fees, and then that is taxed an additional amount.

 In order to justify spending a significant amount of additional time developing the game I need to make some sort of return at this point. 

An options panel has been added but is not live on itch because I have made many changes to how the game works and it will take some time before I can ensure both the steam and itch versions will work properly

To disable the drop preview, you can use middle mouse button. In the future it will be part of the options menu

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Hey, 

Thanks for your answer.

I'll be happy to buy the game and support your work. I would prefer to buy it on Itch and have the same version as the steam one. But I understand this is a lot of work.

Do you have plans to sell it on gog ?

Thanks :)

I don't plan to sell it on other platforms currently, but I will think about whether I can sell a full version on itch. The new version I am setting up with steam leaderboards, achievements, cloud save, potentially multiplayer with steam features, etc. I also programatically generated about 200 leaderboards to allow people to pick different modes/mods to play with and still have leaderboards if they want to challenge their friends on specific settings for steam, I also hope to allow people to see scores among their steam friends. 

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Woo steam page!

Also, do early sales have any meaning? Cause I was thinking about waiting for the release sale to end and buy it at full price but if early numbers matter more, I'll buy on release. 

(+1)

Neah don't worry about it just buy on release, purchase numbers/player numbers/reviews and the sort matter a lot more at this price point. A lot of users won't buy games not on sale so you have to plan around this sort of thing so I was just being transparent about it.  That's not to say I don't think I can make it feel worth 4$ or something, I'll be continuing to improve it. The biggest change will be that you select shapes, and then any modifiers/rule changes you'd like. Here's what I'm thinking at the moment:

There will be leaderboards at least for the normal mode on every shape, and for every shape with a bigger/smaller modifier (like 0.9x size and 1.1x size or so, hopefully to preserve the ability to go through multiple clears, thinking about it now the bigger modifier might be unnecessary).  Also achievements will be specific to the base shapes without modifiers, probably 3k points and then double watermelon for that specific shape. Rising floor/speed mode is another example of a modifier, and slippery and bouncy are some more I have planned at the moment.

I'll be adjusting the sizes of all the shapes hopefully so it's barely possible to make a double watermelon. The itch version will probably just keep the current sizes and leaderboards so there might be a bit of a split in features. I'll have to see just how much I can get in by release. Right now I'm updating visuals, adding a couple extra faces (and replacing ones that are too similar to the original) and will have a simple face animation when merging etc

My focus will be on making it a good single player game, but if it sees a good amount of success I'll consider multiplayer. I think just competing over scores is already pretty fun and people prefer to take the game slow overall. Suika classic is by far the most popular still. These are the scores  submitted over the last half hour for example:

  • classic 56
  • squares 6
  • triangles 5
  • circles 2
  • pluses 1
  • rectangles 1
  • hexes 1
(+1)

Alright, buy on release it is then. I'll make sure to leave a review too. =)

In regards to making double watermelon harder, while I personally like it the way it is now, looking at the score submission stats, it seems I'm the odd one out. I will say some of them feel near impossible to get as is, so it may be a case by case thing. Getting it in plusses seems really tough as is, I'm not sure anyone has managed it given the scores. Though it could be due to low plays. I find it weird so few try the other modes, I get the classic is what brought people to the game (myself included) but I've fallen in love with the other shapes too. 

Depending on how popular the game is, do you think you'd be able to allow for custom shapes via the workshop? It could be interesting to see what others come up with, assuming there's no easy way to make it an option within the game. 

I was thinking the big/small mode separation would be the difference between being able to clear 1+ times vs being able to clear only if you play near perfectly. Small mode you would go through the game and be able to clear it, but maybe with some sort of thing that makes it just a tiny amount harder each time so it isn't infinite, like you have to place an unmatchable shape for example. I bet some other people also do like being able to clear through it so that is the idea for that mode. I haven't thought through it too much though so it could just be that the shapes are a bit smaller without extra changes, squares and triangles could be about the same.

I'm also surprised the other modes aren't played as much, but a lot of people just come here and want to compete with scores from the original game directly after watching streamers (it's a big streamer game right now) so until streamers play the other modes it will stay like this. I think more dedicated players definitely give them a try. I personally like random a lot, it feels somehow like a rogue type experience, different every time but there is a lot of complexity to think through.

As for adding shapes through the workshop, it likely won't be possible. There are a few failed shapes I tried adding, ovals, stars, corner pieces. I tried a wide range of physics settings and workarounds and still couldn't make these work yet. Ovals were not bad, but get stuck inside each other, corners and stars were cool, but in order to resolve physics under stress the entire box of shapes would spazz out, everything rotating with insane forces to try and depenetrate all the objects. I used various baumgarte scale values, bounciness, tried 2d and 3d with constraints, different collider setups etc. I have a scene I run where it just spawns a ton of objects in an enclosed space to stress test shapes.  A lot of shapes you would think should work somehow just haven't so far but I'll continue to try and make more.  One type of shape I think I could add and tested a bit is a capsule shape, which is close to rectangle but has round ends. This might be next

(Theoretically there might be a way to have someone provide a path of polygon points and set everything up from that but I don't know if I'll jump at the idea immediately, since few of these collider types end up stable)

random question, would you be opposed to having the next two shapes show instead of just the next shape?