Very cool game. The phasing mechanic was unique. I did find myself accidentally using spacebar to jump instead of phase quite often but I soon got the hang of it. Bobby really loves soup.
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Bobby Wants Soup's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun | #212 | 2.970 | 2.970 |
| Theme | #217 | 3.164 | 3.164 |
| Presentation (graphics, audio) | #219 | 3.179 | 3.179 |
| Originality | #238 | 3.090 | 3.090 |
Ranked from 67 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent Mode?
Bobby wants soup! Help Bobby obtain his missing ingredients so he can fix up the most savory and delicious soup this side of the border. On this platforming adventure you will utilize Bobby's various M.O.D.E.S. (Must Obviously Desire Eating Soup) in order to acquire his desired mise en place for the soup. Bobby has two M.O.D.E.S. he can switch between which allow him to phase in and out of solid matter. Utilize these incredible M.O.D.E.S. so Bobby can have soup. Please enjoy your brief time with Bobby, remind him that soup is good, but it's the journey that matters.
Comments
This was a fun little adventure. Simple mechanic, easy controls, quite pleasant.
Cool Game! I liked the music, art, etc. The platforming also felt good and phasing through walls is satisfying to do. My only complaint would be that when phasing through multiple layers the player starts speeding up really quickly which can make knowing when to release the space key difficult. Maybe have a fixed falling velocity?
Cute game! It’s an innovative mechanic! The jump through wall is satisfying to pull off. If you’re gonna expand this post jam, two things I wished for were some kind of grace period when you hit space so that if I jump right after I phase I don’t fall through the floor (but my friend disagrees). Also it would be neat to have checkpoints.
The game is cool. I had trouble getting through the beginning of the game, I think adding coyote time, more contrast to what harms you, and a parallax effect to the background would improve the experience. Anyway, great job!
This feedback is much appreciated! A lot of these things we were working on, such as the parallax effect, but we ran out of time before the deadline. Despite the game jam being closed, we are going to continue working on the game and will add these things in! Bobby hungers for more... Thanks for playing and for the suggestions!!! We look forward to improving the user experience with Bobby :)
The phasing mechanic is interesting. I may suggest placing more checkpoints and have a background that scrolls at least vertically, since it was a little confusing to tell how far I passed vertically when I fall down. Also, checkpoint would be great! I kept falling in the tutorial section alone :')
This soup must taste so good cause i tried to pass second level like 40 times lol. Great art design , controls could feel better its hard to grasp (or it was me idk). I had fun playing great job.
Very nice game. Interesting use of the phasing mechanic not only to go through platforms but to avoid obstacles that will kill you provided you time it right and don't phase into the void below ;-)
Great work!
ALWAYS assign both WASD and Arrow keys to movement actions not just one of them! It's very simple to do and allow the player to use the controls scheme he prefer.
The phasing mechanic is super unique and interesting, and when you phase less than halfway through a platform you can use it to yeet yourself across the map which was really fun. The art is also really charming. Great job!
this was a really neat concept for a game! i hope you’re able to flesh out this idea further after the jam, because i really wish i could see more done with it. i had to use my brain in ways i don’t really tend to use it for when playing a platformer, which was really nice - though just when i felt like i’d gotten pretty good at using the phase ability, the game ended. i’d love to see how it would interact with other new concepts! i also really liked the aesthetic you were going for with it. it was simple, but it was very unique and weird and cool! i hope bobby enjoyed his soup ^^
First of all kudos to the artists! I really really like this games general aesthetic, Bobby looks weird and freaky, the background is gorgeous, and the music is killer. The platforming is also really interesting! I wish there were checkpoints or maybe some type of terrain that you can't phase through that acts as a player safety net.
As it is at some points, I have to guess where to go and that might mean phasing out and having to start from the beginning. Which can be frustrating since I want the soup as badly as Bobby :'( There's a lot of potential here, I want to see this fleshed out into a full game! Will be following for future projects ;)
Bobby make me laugh. Bobby make me cry. Two time Bobby eat soup, and more time Bobby die.
This was really fun, glad to spend some time with Bobby. I stumbled upon the phase-launch in level 1 and was really impressed with that mechanic. My favorite part is how he looks around mouth agape while he flies in midair, classic Bobby. The graphics, audio, and gameplay all fit together like a glove, great job team!
Super fun/cool concept. I agree with sushiNagasaki, that the controls are a tad floaty/unpredictable. But the general movement and platforming is super fun. I could totally see this as a getting over it style game where it just keeps going up and the player could lose all progress, especially if the environments were a bit more varied. Overall super cool!
Cute game! Interesting take on the concept. Controls felt good! I liked the art. Bobby is a good boy. lol Really enjoyed the launching out of the walls thing too.
Super cool gameplay concept with the phasing, has a ton of potential for all sorts of physics and speedrun-type shenanigans. There's a lot of potential for skips since you can phase through geometry and boost on any platform. Once you learn that you can hold jump right before leaving platform on a phase boost to gain extra height, there's even more parts you can skip through (probably a glitch? but great either way). I imagine if I was better I feel like I could chain boosts together to fly through the levels. Either way the potential has me pretty excited.
General feedback, I do think Bobby feels very floaty in the air as of now, there's not a lot of air control. This can be particularly punishing with the current level design as boost trajectories can be unpredictable and death makes you restart from the start. Having a trajectory arrow for boosts could also help with that. To my understanding the trajectory is mainly influenced by the player's position relative to the wall; making trajectory changes based off of what direction the player is holding may also add increased sense of control for the phase boosts.
Mechanics have a ton of potential though, would love to see a full release.
ps keep the jump phase boost glitch its a lot of fun lol
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!!!


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