Fizzles – Playable 5-Level Demo of a Cute Godot Puzzle Rescue Game

Hi everyone,

I’d like to share the current demo of Fizzles, a cute puzzle rescue game I’m developing with Godot.

Fizzles is about tiny round creatures who walk on their own and need your help to reach the exit. The player guides them by assigning abilities at the right moment, opening paths, stopping danger, and solving each handcrafted level step by step.

The demo now includes five playable levels, each introducing a different Fizzle ability:

  • Level 1 – Digger
  • Level 2 – Floater
  • Level 3 – Blocker
  • Level 4 – Climber
  • Level 5 – Planter

The current version also includes player profiles, difficulty settings, progression, highscore systems, music, sound effects, HUD, and a browser-playable version on itch.io.

You can play the demo here:

The Kickstarter campaign for the next development phase is also live:

https://www.kickstarter.com/projects/hpwsoft/fizzles-from-5-playable-levels-to-the-first-release?ref=75ysck

The campaign is intentionally small and transparent. It is meant to support the next concrete development steps: additional handcrafted levels, new abilities, onboarding, mobile UI polish, audio and presentation improvements, testing, and preparation for a first public mobile release.

Fizzles follows the HPWsoft philosophy: no ads, no tracking, no account requirement, and a calm user experience.

I’d be very interested in feedback from other Godot developers, especially on:

  • whether the core mechanics are easy to understand
  • how the browser demo feels
  • whether the HUD and goals are readable
  • how the touch-friendly selection approach comes across
  • the overall presentation and game feel

Thanks for taking a look!

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Hi everyone,

I have been working on another Fizzles test update. This one focuses mainly on bug fixes, small gameplay improvements and UI polish.

You can play the current test version here:

Fixed issues:

Level 1 – Digger
A tester reported that Fizzles could sometimes jump position or disappear when using the Digger ability near or on the ground. This has now been fixed.

Level 5 – Planter / Bridge
A tester reported that the endpoint of a planted bridge could sometimes behave like a blocking edge. In one case, a single Fizzle turned around at that point and got stuck in a loop, while other Fizzles continued normally. This has been fixed.

Bridge transitions
Additional edge cases around bridges and small height differences have been improved, especially where bridges connect to existing terrain or another bridge.

Pause and music
Pausing the game now only pauses the gameplay. The music continues to play and no longer restarts when the game is resumed.

HUD buttons
The Fast Forward button is now part of the regular HUD function row. The order is now:
Pause, Restart, Menu, Fast Forward.

Player menu
The player name field now uses a fixed font size.
Deleting a player now actually removes the player instead of only replacing the name with a default name.

Delete confirmation
The delete popup now gives a clearer indication of what action is being confirmed.

Most of these fixes came from testing and feedback, so thank you again to everyone who took the time to try the game and report issues.

Fizzles is still in active development, and I am currently polishing the existing levels before moving further into new level and ability combinations.

Feedback is always welcome!

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