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Valvespring

16
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A member registered Dec 16, 2023 · View creator page →

Creator of

Recent community posts

Sorry about this, there are left handed controls (i,j,k,l) but we did not advertise that anywhere. That’s real flub given I am left handed and often have the same complaint.

We used Godots normal collision system for all the standard platforming bits. The phasing and unphase launching mechanisms are a bespoke system. Creating those systems actually took up a reasonably large portion of development time 😅.

It’s awesome you were able to tell a neat and rounded out story in such a short game! Well done! I did hit some bugs with the snake as others did but thats par for the course in a game jam. I’d love to see the puzzles and challenges developed more if the devs are interested in continuing work. 
If I had to sum up the game in a word it would be complete. The audio, visuals, puzzles, and story all thematically complement each other as pieces of a greater whole. Thank you bodhisattva. 

“i don't know why phasing in when in a wall flings you very far”

Bobby has launch move cause Bobby need soup FAST. Running and jumping only gets soup slow with Bobby small legs. Bobby say thanks for playing. Bobby wants soup. 

Did you get Bobby stuck and just leave him there??? Sorry I did not fix that bug, seems to have hit a lot of players. I have a fix ready but as a temporary workaround during the jam, you can always just unphase again to fall out. I'll also work on setting up more explicit tutorial platforming puzzles (though I do not intend to directly spell it out for players).

Yes Lemillion was an inspiration! The sequences in MHA with Lemillion are so captivating and dynamic, I was really hoping I could create a movement system that felt as exciting as Lemillion flying in and out of solid matter that could be controlled by a player. A hard balance but a worthy challenge!

If you're brave enough to try again, I recommend looking at the phasing mechanic as something to abuse rather than something you're required to use. It is intended as the main mechanic of the game. When you unphase while inside a platform, you will be launched out in the direction that is least overlapped. You can get more or less power from this based on how much of Bobby is overlapping the platform. The boost is significantly more powerful than your jumps! You can use your unphase for all kinds of stunts if you time it right.

Help Bobby get his soup Leyza!
Thanks for playing :) 

Thanks for the hearty comment! The boosts and skips are all intentional and were planned from our initial concept. I even considered excluding the basic jump on W or nerfing it substantially to force players to rely on the unphase boosts as their jump. I had hoped to include some speed run features like a timer and persistent scores to complement the phasing mechanics but did not get around to it in time.

I totally agree that the air controls need some work- I'll be investigating that.

I did consider altering the unphase vector by player input! On one hand, I felt this might betray the physics based movement that feels great when you nail it. On the other hand, if done correctly, it could really enhance the player experience. I plan on experimenting with this a bit and really appreciate the note.

Thanks so much for playing and your in-depth feedback!!!

… speedrurner

Glad you liked the game! While I am the criminal responsible for creating the phase mechanic and it proved reliable in my concept tests, I happen to agree that it doesn’t always feel just right. I couldn’t help but feel like it occasionally cheated me out of a correctly timed unphase- especially when I had built up some speed by unphasing through multiple platforms in a row. I’ll be thinking about different ways to make this feel more fair and reliable if I do any more work on the game. Additionally, there’s another bug where the player can get stuck in the middle of or between platforms which we already had a fix for - it was just forgotten 😅.


Game aside, based on the single image provided, I searched up The Holy Mountain expecting to find reviews of some D-list meme film with 1 star ratings. Instead, I found one of the most masterful and captivating trailers I’ve ever seen. The creators of Bobby Wants Soup will be watching this film in near future.

Hi! What platform are you trying to play on? Do any other sorts of messages pop up when it happens?

Yes! Though it took me a while to figure it out.

I am bad at this but I had a lot of fun :heart: :heart: :heart:

My favorite game of the jam so far! There is a solution to every level even if it may not seem like it at first. Stick with it and you will be rewarded! Great music, awesome visuals (love the design of the player character), stimulating puzzles that prod the imagination, and smooth game mechanics.

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Big fan of the hand drawn art! I played through all the modes but had to go through the level selector because after 10 minutes I could not get a strike on bowling. My favorite mode in here was the decryption type-racer- that was a neat original idea and I really felt the pressure watching the time go down while I couldn't see the next word. I'm impressed y'all were able to pack 8 distinct modes in here that all work in 2 weeks!!


TLDR: Whoever made the bowling is evil and it's impossible.

I like the color design, background, and character design! Most especially I liked the bop that you had playing in the background! I had some trouble figuring out how the modes worked and what I was supposed to be doing, but I had fun jumping around and figuring things out. I think some simple instructions or a menu would've allowed a smoother experience. Overall, nice piece!

I really liked the wall running, music and enemy models! I did run into some trouble trying to figure out how to complete some of the challenges- particularly how to reflect attacks. It might be good to add a note in the description on how to reflect attacks and what kinds of attacks can be reflected. Great work!

Do you mind describing the bugs you encountered with phasing and what platform (Windows / MacOS) you played on? I can take a look at ironing them out.

Now THIS is the kind of artistic genius I was hoping to find here. Galoogo is immediately distinctive, standing out in a sea of over 500 games. The art style, sounds, craftsmanship, and original gameplay concept all brought a smile to my face. It's amazing you could bring this kind of heat on a 2 week timeline, thanks for posting!