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A jam submission

MAGGOT SOUPView game page

Rise as the ORB. Do NOT ponder the SOUP. SQUISH and EAT.
Submitted by Sleepy Flytrap — 23 hours, 5 minutes before the deadline
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Play soup

MAGGOT SOUP's itch.io page

Judge feedback

Judge feedback is anonymous.

  • Maggot Soup was a pretty good experience, and I found the dungeon running loop to be quite fun. The starting ability (directional spike) felt especially fun to use and the movement inertia felt significant enough to make navigating spiked areas challenging. I found the right-click abilities felt very same-y, although the ability to launch myself at enemies like a cannon ball while crossing gaps felt great. Each level slowed down significantly during the second to last and last rooms of the level-- starting with the room which features two red and yellow outgrowths on the top wall. This slow-down was maintained throughout the end of level cutscene before correcting back to proper operating speeds. I was unable to discern any effects of the end-of-level soups, if any presently exist. Thank you for your submission to Pirate Software Game Jam 16.

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1xAc-vujL7r6pKTf4kjCMVmN4QJ-0N9eZ0bbhxRxSK0c/edit?usp=sharing

Have you checked that your GDD is publicly accessible ?
Yes

Is your game set to public on itch.io so we can see it?
Yes

Summarise your game!
MAGGOT SOUP is a top-down, room-based action roguelike where the goal is to achieve a high score by clearing floors of enemies through a mix of crushing them and casting magic.

Please explain how your game fits the theme:
Gameplay-wise, the player's presence summons and controls a magic orb, a modified fantasy weapon, that can be used as a physical (rolling over and dashing into at high speeds into enemies) and a magical one. (casting spells)

Loosely, the game puts the player into a position of a weapon : you do not have a purpose other than to kill, move forward, and follow commands that are set upon you on loading “RISE. KILL. EAT.” For you will only destroy until you’re broken, then you will be forged anew.

Is there anything you'd like the judges to pay particular attention to?
Try and find the way to "win" the game, dear judges. "The Lore peers through the walls near the Soup Room. As any maggot knows, behind the Lore hide no walls."

And would greatly appreciate any feedback on art style, level design, and replay-ability value!

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Comments

Submitted(+1)

Congrats on completing the jam! This is definitely not a game for me but some feedback:

  • I am very thankful for the alternate background the default made me want to throw up almost immediately. Perhaps in a way this was successful for making the game disgusting?
  • I do not know anything about Isaac but apparently it gives big vibes.
  • I didn't really know what the different upgrades were and what they meant. I didn't understand why I could or couldn't reach other upgrades.
  • Movement around the level felt speedy and I certainly felt like i was in a ball. Why I was in a ball - not sure. Honestly I expected to play as a maggot.
  • The teeth do damage but they don't really show when you get injured - a couple times I was injured or died without immediately knowing why.
  • I'm not sure what the F key does but it's awkward on the keyboard when I need to be focusing on moving with WASD.
  • Killing the enemies is satisfying.
  • I'm not really sure what the goal is. I just went through rooms and got to soup. IDK if I was supposed to be looking for something? The game over screen mentioned maggots

I think if you wanted to polish this more I would suggest focusing on UI/UX so that skills and abilities are clear, controls work well and are comfortable, better feedback on damage taken/given and just general things that would be considered "QOL".

Great job!

Submitted (1 edit) (+1)

Really like the design for the weapons being the maggots with the ammo as the teeth, took a bit of getting the hang of but after the initial hump was a very solid game with cool abilities

Submitted(+1)

When the game was played, It was enjoyed. We had quite the time! We could feel the Care and Love that was inserted into this Special project. When we made brief parallel brushes with our Dear walls, Sometimes momentum would be dropped. That did not feel particularly nice, but at least was a minor aspect. It was occasionally difficult to read into the Meaning behind upgrades; Unfortunately, we weren't able to understand what lies within the Soup crucibles. As a solo work, We found the content and polish admirable! Your creation brought us great joy, and the Handling was especially slick!! Wonderful job on bringing this to the table!! 

Submitted(+1)

The kill feedback is so good, I don't quite get how it is so responsive.

This feels really good to play!

It took me some time to get the different buttons and what they do. A more guided experience would be nice!

Amazing work and congrats on this achievement!

Submitted(+1)

Fast and satisfying combat, once I got used to the very floaty controls. Nice variety in weapons and enemies made dying not frustrating. I got a couple of runs in.

Lovely little game, great work!

Submitted(+1)

Great game! Once I had pieced together how it should be played it was a lot of fun flying through each room swapping weapons and taking out everything in my way. Also appreciated how all the objects in the rooms seemed to break, like I was leaving chaos in my wake. Abilities were fun, though I wish the right click abilities had a bit more wildness to them, felt like that would have fit the tone of the game better. The visuals and sound really suited the atmosphere, and the player UI was also great.

Submitted(+1)

The visuals and music is great!

One problem I had was the start, I was quite confused on what to do the first few times of trying the game out and kept dying. The controls although all there, don’t really explain what they do so I have knowledge of controls but no idea how to use said knowledge. I also initially didn’t know that left click was a melee attack, nor that spacebar slowed down the movement. Some tooltips you can hover over, or text to explain what they do would be great!

A problem I found also was the empty room before the 3 chests, for some reason, my frame rate dropped upon entering that empty room, and it carried forward to the chest room. I’m not sure why, but I tried it on multiple browsers (chrome, firefox etc.) and it was all laggy. I was using the default settings, with the background being the flat color background.

Developer

Thanks! Seems like tutorial's clarity is the biggest thing that gets pointed out. Hmm, strange that frame rate drops there... There is almost nothing there... Anyway, congrats on finding the first bug!

Submitted(+1)

Great roguelike game. Visuals kind of reminds me of The Binding of Isaac. Found it quite hard with all the spikes.

Submitted(+1)

This game shows amazing visuals. The sfx were mixed in just right to fit the setting, and the background music was good, non-intrusive and added to the game overall. The movement felt a little too slippery to me, and I didn't understand the ability card system at first, but this is overall an amazing game. Good work!

Submitted(+1)

This game is absolutely dripping with style, quite literally in a lot of places.

The UI is great, displays information clearly once you get used to reading it, and feels crazy immersive. All of the art is fantastic, clean and grungy all at once. I love the accessibility touches for toggling the background's aesthetic and soupiness, really nice. Once I picked up the whirlwind primary-fire I realised how much of the environment could be damaged, including the wall textures?? Felt great to be able to rip and tear to my hearts' desire.

The gameplay loop was fast and fun, having a super mobile floor paired with the ability to slow yourself quickly was fun to grapple with! I was not great at it, admittedly, but I could see how players could get a lot better at using it over time.

I had no idea what the effect of the soup I was downing at the end of every level was, but honestly, I didn't feel like I needed to? I made my choices off vibes alone and was perfectly happy with that. Being dragged down through the maggot-y floor was horrifying to behold, 10/10.

The attention-to-detail and overall quality is staggering for a solo project, amazing work on all fronts!

Developer(+1)

You've pretty much got the perfect feel I was aiming for in this game! Thanks you for playing!

Submitted(+1)

I can't say I'm good at the game, but it was fun. I was particularly happy to see the power ups giving different attack abilities.

Developer

Thanks!

Submitted(+1)

Really like the four worms? maggot? dudes? in the bottom with their mouth open and bobbing up and down.
Like the use of the teeth to indicate the amount of uses on abilities.

There is a nice variations of different abilities i have come across, and i like that there a bunch of different levels you can get.

Regarding game play its rather simplistic, and sometimes hard to control with the slippery floor.

The theme is only really present in lore, isn't really applied anywhere else. Which is fine, does not remove from the experience. 

Good job.

Developer

They're Maggot magic munchers! Thanks for feedback!

Submitted(+1)

I really like the tutorial! And the game's oozing with style. Because there's a few hours left in the jam I'll recommend adding a little arrow indicator at the start to tell people to go north (I got stuck there for some time, trying to figure out how to start).

Developer

Thank you for your feedback! Expanded the tutorial a bit, so hope no one will be lost there from  now on.

Submitted(+1)

Fast & lovely game-play, though the background at times gets to my eyes. Overall solid work!

Developer(+1)

Thank you!