Looking for Testers for the New Fizzles Demo Version

Hi everyone,

I have just uploaded a new version of the Fizzles demo and I am looking for testers.

Fizzles is a cute 2D puzzle rescue game inspired by classic “save the little creatures” gameplay, but with its own visual style and modern touch controls. The current demo includes five playable levels, each introducing or testing a different ability.

This new version includes several fixes and improvements based on previous feedback:

  • fixed overlapping/double dialogs
  • improved Level 1 tooltip and Fizzle selection
  • fixed Level 3 stopper selection
  • improved the HUD direction arrow from Fizzle counter to exit counter
  • fixed stopper placement so stoppers can no longer be placed partly in the air
  • cleaned up the Level 5 bridge behavior
  • improved visual feedback for assigned abilities
  • added new level music
  • added new success intermission scenes between levels

I would especially appreciate feedback on:

  • whether the early tutorial levels are clear
  • whether ability assignment is understandable
  • whether the HUD is readable
  • whether Level 5 feels fair and playable
  • any bugs, confusing moments or visual issues

You can play the current version here:

Any feedback is welcome. Even short comments like “Level 1 was clear” or “I got stuck in Level 5” are very helpful.

2 Likes

Update: Level 7 is now playable

Hi everyone,

I’ve released a new community test build of Fizzles.

The downloadable versions for Windows and Android now include Levels 1–7. The Web version will remain on the stable Levels 1–5 build for the time being.

What’s new in this version

  • Level 7: The Mushroom Forest
  • a stronger focus on the Digger mechanic
  • a large mushroom is part of the puzzle itself and can be dug through
  • digging permanently changes the terrain
  • new balancing for all four difficulty settings
  • various technical and visual improvements

The early levels introduced the basic abilities step by step. Level 6 was the first larger puzzle to combine several of them.

Level 7 takes this one step further: the terrain itself now becomes an important part of the solution.

There are many places where you can dig, but not every route will get the Fizzles safely to the exit. The challenge is to find a suitable path through the mushroom while rescuing enough Fizzles along the way.

That also makes Level 7 particularly useful for community testing and balancing at the moment.

I’m especially interested in feedback about

  • the difficulty of the four difficulty settings
  • whether the intended solution is understandable and discoverable
  • whether unsuccessful alternative solutions fail in a way that feels logical and fair
  • Digger and Blocker behaviour
  • mouse and touch controls
  • terrain and collision behaviour after digging
  • performance, especially on older Android devices
  • technical issues or unexpected situations

Available versions

  • Windows: Levels 1–7
  • Android: Levels 1–7
  • Web browser: Levels 1–5

Play and download

More information and community links

Fizzles is now being developed with Godot 4.7.1 and continues to follow its basic principles:

No ads, no tracking, and no account required.

Thanks again to everyone who has tested previous builds and provided feedback. Especially with the later levels, this feedback is becoming increasingly valuable for improving difficulty, clarity, balancing, and technical details.

Future levels will also be released gradually as community test builds.

Test keyboard shortcuts

The following shortcuts are available for testing:

  • 1 – Load Level 1 directly
  • 2 – Load Level 2 directly
  • 3 – Load Level 3 directly
  • 4 – Load Level 4 directly
  • 5 – Load Level 5 directly
  • 6 – Load Level 6 directly
  • 7 – Load Level 7 directly
  • R – Restart the current level
  • Esc – Quit the game

On Android phones and tablets, these shortcuts can also be used with an external USB or Bluetooth keyboard.

A small look behind the scenes: from rectangles to pixel terrain

Level 7 was not only a bigger step in terms of level design. During development, the underlying terrain architecture of Fizzles also changed quite significantly.

The first levels were built around fixed rectangular areas. Platforms, obstacles, and walkable surfaces could be represented very reliably this way. For mostly static levels, it was a simple and robust solution.

As the environments became more organic, however, that model started to reach its limits. The next step was therefore polygons. These allowed mushrooms, cave walls, and other irregular shapes to be represented much more accurately.

For the Digger in Level 7, this approach was pushed further: the terrain could now be modified at runtime, with the affected polygon geometry being updated accordingly.

Technically, this worked reasonably well — but testing on weaker hardware revealed another problem.

On my development PC, the solution initially seemed perfectly usable. Testing on Android devices told a different story. As soon as many Fizzles were moving around and several Diggers were modifying the polygon terrain at the same time, Level 7 became noticeably slower. The older levels, by comparison, continued to run without problems on the same devices.

At that point it became clear to me that “it works on my development PC” simply wasn’t a good enough benchmark. Since Fizzles is intended to be a mobile game, I didn’t want to keep building on an architecture that was already showing obvious performance problems on other hardware.

So the polygon approach was dropped.

The next step became:

Rectangles → Polygons → Pixels

The current Fizzles terrain is based on a pixel-based outline model.

This makes arbitrary terrain changes much more direct. When a Digger removes material, the game no longer has to reconstruct an increasingly complex collection of polygons. Instead, only the part of the terrain that was actually affected is modified.

This also fits the mechanic itself much better. Digging does not produce neatly prepared geometric shapes. It creates narrow shafts, irregular edges, tiny remnants, and arbitrary transitions exactly where the player chose to use the Digger.

The initial mechanics of a level are derived from a specially prepared template. This analysis happens during development. The generated terrain data is then stored with the level, so the finished game does not have to analyse mechanic images every time a level starts.

Another important part of the new architecture is that local changes should remain local.

A single digging step should not trigger work proportional to the entire level every time. That matters much more on smartphones than it does on a fast development PC.

For me, the whole process has also been a nice example of how a technical solution evolves together with the requirements of a game:

  • Rectangles were simple, fast, and robust.
  • Polygons made genuinely organic terrain shapes possible.
  • With dynamic digging, however, polygon updates became too expensive on mobile hardware.
  • Pixel terrain ultimately fits both free-form destruction and the performance requirements much better.

Level 7 is the first level where players can directly experience this architectural change.

The large mushroom is not just background artwork or a collection of predefined platforms. It is actually part of the mutable terrain and can be dug through wherever the player chooses.

For the player, the end result should feel completely natural:

Assign a Digger, a hole appears, and the Fizzles react to it.

Hopefully, you can’t tell that behind the scenes we had to go all the way from rectangles, through polygons, to pixel terrain to make that happen. :slight_smile:

Hi !

I gave Fizzles a try, went up to start level 4.
It plays really nicely, well done !
The fact that a Fizzle turned into crystal can be turned back to its original form is a great idea.
Are graphics and music AI-generated ?

Thanks a lot for trying Fizzles and for the kind feedback! :slight_smile:

I’m especially glad you liked the crystal mechanic. Being able to free a crystallized Fizzle again was important to me, because I didn’t want that ability to simply mean that the Fizzle is permanently lost.

And yes — both the graphics and the music were created with the help of AI tools. The music was created with Suno, and AI tools are also part of my workflow for the visual assets. But there is quite a bit of manual work involved afterwards: selecting, editing, combining and adapting the assets so that they fit the game and its mechanics.

The game itself isn’t AI-generated. Level design, mechanics, balancing, implementation and testing are done by me in Godot. As a solo developer, I mainly use AI as another tool that allows me to create and iterate much faster.