A downloadable Lettuce

Void's Gambit

Void's Gambit is a take on the shoot em up genre by Muhammad (Lettuce) Radhitya Utomo for the 2025's CSUI GameDev Class MidTerms Gamejam using the Godot Game Engine. Combining card game management and real-time combat, Fling attacks, dodge and weave the Boss's bullets, and utilize the Sleight combo mechanic to deal MORE damage!

As a gambit, Azure, Face off against a mysterious enemy gambit sporting plentiful attack patterns and can mix big patterns with additional attacks so watch out. Keep bullets close to power up Graze, gaining additional mana regen. for more fire power!

Diversifiers:

  • Balatro: Implements a card game system such as a Deck, Hand, and Stored zone (Sleight Zones).
  • Big Iron: Implements ranged combat between you and the enemy boss.
  • Boss Fight: Implements a Boss Fight to play with, having multiple attack patterns and formidable stats.

Controls:

  • WASD for Movement Controls
  • SPACE or SHIFT to Dodge, gaining I-Frames, up to 3 charges are available 
  • LEFT CLICK to play the current card in hand (left side), consuming mana in the process


  • RIGHT CLICK to store in-hand cards to the sleight slots.

  • F or RIGHT CLICK if the sleight slots are full to activate a Sleight (Special Attack), consuming mana (scales off of the sleight).


  • R to Reload the Deck

Additional Notes:

  • Currently available sleights are any 3 same cards or 3 all different cards
  • Activating an invalid sleight combo does not do anything currently
  • The player's hitbox is smaller than the sprite so don't be afraid to navigate your away around tight spaces for more Graze
  • Reload speed scales off of deck size when reloading, the lower the faster.
  • Some sleights might put you in an overheated state, putting your mana regen on 0 briefly (can still gain mana via Graze)

Assets:

Thanks For Playing in Advanced!

Sourcecode: https://github.com/MRadhityaUtomo/IndividualGameJam-Gamedev2025-prototype2

Updated 1 day ago
StatusReleased
Rating
Rated 5.0 out of 5 stars
(2 total ratings)
Authorlettucelazuli
GenreAction, Card Game
TagsBoss battle, No AI, Pixel Art, Retro, Shoot 'Em Up, Top down shooter

Download

Download
Void'sGambit.exe 152 MB
Download
Void'sGambit.zip 95 MB
Download
Void'sGambit_UAS_Edition.exe 165 MB
Download
Void'sGambit Ver 1.0.0.3 Windows 165 MB

Install instructions

Feel free to Install the executable directly or the .zip file

The zip might contain other stuff later.

Ver 1.0.0.2 [UAS Assignment]

"Buat agar posisi Boss tidak hanya di satu posisi. Spawn bullet baru dari posisi baru."

  • Added new boss attack pattern, dashnslam, boss will mark the player for impact dashing afterwards and releasing a shockwave of bullets at the destination.
  • Added more indicators for sleight activation.
  • Adjusted audio (BGM, sound effects)

=======================================================

Ver 1.0.0.4 [POST FINALS. For graders please only grade the ones above and ignore versions past them for grading, thank you!], 

  • Fixed boss dashing issue: could sometimes get stuck due to frame lag.
  • Polished up the dash feel for the boss

Comments

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(1 edit)

Fastest time I could get, you can definitely get a sub15 time.

It's just cycling until you get 3 greens, then get close to the boss (disregarding safety) and Sleight.

Lunatic when?

Obligatory no-hit run.

nicee

(1 edit)

Thanks for playing! and πŸ’€ I couldn't even get a sub50 run, congrats (honestly really happy seeing someone optimizing their strategies)! Definitely needs more balancing though lol.

GOSH I SUCK AT IT BUT IT'S SOOO GOOD AND IT'S SOOO CAPTIVATING......... IT REALLY IS GOTY MATERIAL

YOU GOT IT I BELIVE IN U :D

Thank you so much for playing πŸ˜­πŸ™!

(1 edit)

Calling this a 'good job' would be a HUGE understatement. I forgot to read the tutorial on itch before playing, so it took me a good while to grasp how it works. Honestly speaking, I was overwhelmed with all the on-screen info at first. However, the gameplay got me so hooked it deterred me from quitting, and I'm glad I didn't! Completing it felt sooo rewarding πŸ’― Don't even get me started on the visual art, shader, and sfx... everything is terrifyingly well-executed! Seconding all other comments, this is truly GOTY material πŸ”₯πŸ”₯πŸ”₯

P.S: Took me a swag 42066669+ retries (not bad considering I died 10 times to Asgore πŸ˜Ž)

Thank you so much for playing and congrats on beating the mysterious gambit! :D

and yeah it's clear that a tutorial is heavily requested πŸ˜…

again thank you for such kind words πŸ˜­πŸ™

(2 edits)

GOTY material here πŸ‘‘ crazily well-executed concept! incredible choice of sfx, amazing art & shaders & controls, but i think you should've given the players a little time to breathe and read the card stats and all😭😭 (but i bet that's intentional, right 😭)

awesome game overall man!

Thanks for playing and I'm so honored you think that way πŸ˜­πŸ™, thank you so much for the kind words!

Unfortunately for this jam, a tutorial page and card codex wasn't in the time budget πŸ˜…, will definitely add in the future.

easy 😎 (i died 20 times) I LOVE THE ART, SHADERS, AND GAMEPLAY 😍😍😍😍

Thank you for playing!

20? Need to be the intended 100 then-

Here's my feedback:

  • unique game mechanic, successfully combined bullet hell + card game
  • Music & sfx very cool
  • Different attack types (player & boss) made the game more interesting
  • Warning sign before the boss's attacks is nice touch.
  • Player collision feels fine

what can be improved:

  • mouse position feels redundant since the boss is always at the center
  • lens distortion a little bit too strong (or maybe it's just me)
  • pixel size not consistent, for example: the bullet
  • consider giving feedback when player tries to shoot while MANA is not enough
  • maybe provide more room for player to breathe. Constant dodging can get a bit tiring

This is just my perspective, feel free to take it with a grain of salt. Overall, good job!

Thank you for playing!

I am honored on all of the feedback, looking forward to expanding and improving QOL features on break hopefully, especially difficulty scaling with introducing more enemy types. I think I've had too many gungeon might explain the lack of breathing room πŸ˜…

For the boss not moving part, I tried early in development where the boss can dash to the player or strafe around the player while also keeping the card queues but had a 40% chance of it spazzing out of the screen or rotating endlessly so I just cut it haha, will overhaul definitely. 

thnk youu very much for the valuable suggestions!

This was considered btw-

calon goty, even the UI LIKEπŸ‘πŸ‘

thank you for playing πŸ˜­πŸ™, glad u like the UI!

Cool game, love the art style. 10/10

Thank you so much for playing! Glad you like it.