BIG changes are coming to Fugue Shot in 0.3!
Zooming Out - Fugue Shot is Now a "Minigame Roguelike!"
The most substantial and exciting change coming to Fugue Shot in 0.3 is a large-scale zoom out on the gameplay scope - the Bumper game is now just one of multiple minigame types that you'll encounter randomly across your run.
The goal is to include around 12 distinct minigame types in the game, each with their own sense of depth, strategy, and variety.
Here are some quick descriptions of the three minigames we're currently working on - though some are in earlier stages of development, they're all playable in 0.3:
- Bumper (Silent Giant): set up your playfield and use a set number of balls to destroy all bumpers.
- Takeover (Corrupted Statue): cover a majority of the screen while avoiding enemies.
- Comet (Stranded Voyager): smash through comets and avoid obstacles as you shoot to the stars.
Each subsequent update will focus on adding at least one new minigame to the mix.
As you can imagine, changing the game this much requires us to rethink a lot of aspects about how each system works with each other, so you'll notice some changes to level structure, stats, and item acquisition.
Level Structure and Tokens
Up until now, the goal of the game was simply to beat as many levels as possible before running out of lives. Now, levels are grouped into sets of three, called "Nights." We've also added a new group of currencies to work with this system:
- Dream Tokens are the game's main currency and the reward for completing levels. The goal is to reach a defined amount of Dream Tokens by the end of each Night. If you fail to meet the requirement, it's game over. You can also earn extra Dream Tokens for completing criteria specific to each minigame type.
- Echo Tokens reframe how lives work. If you fail a level, you can either retry it at the cost of one Echo Token, or skip it entirely, forfeiting any potentially earned Dream Tokens. Run out of Echo Tokens, and you'll be forced to skip a level if you lose, meaning you'll have to beat every level on the first try!
- Star Tokens are earned based on your performance on a given Night, and they can be used to purchase items in the shop (more on this later).
We realize that having multiple minigame types and stats that have different effects across each type (more on this below) might be confusing for new players. Because of this, each level now begins with a summary screen where you can read the game's rules and the effect that each stat has on gameplay.
Stat System
Up until now, stats in Fugue Shot were specific, and tied to characteristics of the Bumper minigame. For those who have played earlier builds of the game, those stats were damage, speed, bounce, size, momentum, and lifetime.
We've narrowed these 6 specific stats down to 3 more conceptual stats that affect each minigame differently:
For each minigame type, 2 stats have a positive effect and 1 stat has a negative effect. For example, in Bumper, the Flow stat is beneficial, and increases the speed of your shots, but in Takeover, a higher Flow stat hurts the player by increasing the speed of enemy balls. The goal here, from a design standpoint, is to promote strategic builds geared towards excelling at certain minigame types.
Each run, all stats start at base level 0, and can be leveled by items to a value from -10 to +10.
The Shop
On a surface level, we enjoyed the concept of the playable shop, but with all the depth being added to the game it made more sense to transition to a more traditional shop.
As mentioned earlier, items cost Star Tokens. You can also reroll the shop for a new set of items. We're also planning the ability to purchase modifications to the upcoming set of levels in a future update, so you can increase the odds of getting levels that work well with your build.
Final Thoughts
There are quite a few smaller gameplay updates, quality of life changes, and aesthetic improvements that we're excited about as well. It's a BIG update!
It's been about 2 months since the last major update to Fugue Shot, but the goal is to get all future updates on more of a monthly release schedule. Thanks for your patience and for sticking with us, we couldn't be more excited about the direction everything is headed!
- David and Tomás