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A jam submission

GOOPEDView game page

An ambitious Online Multiplayer .io style game!
Submitted by Magic Dylen, Fradrick, fnOverFred, Xaranity, Zerpablo, Cosa Custode - Game Audio Designer, kou, HIGH MODO — 40 minutes, 17 seconds before the deadline
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GOOPED's itch.io page

Results

CriteriaRankScore*Raw Score
Devlog#7n/an/a
Art Style / Visuals#74.0834.083
Audio / Sound Design#163.3333.333
Overall#273.1463.146
Gameplay / Fun / Engagement#382.5002.500
Theme#442.6672.667

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
“GOOPED” fits the theme through both its gameplay and backstory. Goops are lost soul-fragments in the Hollow Mansion that players can either save by releasing them into the Heart Crystal for points and permanent capacity, or sacrifice as magical projectiles to fight rivals and steal their Goops. Because survival, scoring, and progression all depend on the same creatures, players are forced to choose between saving them and spending them, meaning you can save some of them,, but you can’t save them all.
(More details about the gameplay and backstory can be found in the itch.io description of the game.)

Devlog Challenge?

Yes

Easter Egg Challenge?

Yes

Easter Eggs
Our game contains two hidden name-based easter eggs. Entering the title of the game (“Gooped”) in the starting screen gives your Goopmancer a rainbow-colored animated coat. The same secret effect is also triggered by entering the itch usernames of the game’s creators 🙂

Game Engine?

Unity

Game Engine / Tools (Other)?
Photon Engine, Aseprite, Blender, Claude Code, Unity, GitHub, FMOD, Logic Pro (DAW), FL Studio (DAW), Maschine 2 (DAW),

Self-made & used stuff?

Homemade Graphics/Art (e.g. models and/or textures)
Homemade Audio (e.g. music and/or sound effects)

Have you joined a game jam before?

Yes

Roughly how much time did you spend developing? (in hours)
Total of 280h

Anything else you'd like to share about your game or development process?
This was a very ambitious jam project for us, as it was our first time building an online multiplayer game. We’re especially proud that it now runs in both the browser and on mobile. From the start, our goal was to turn the jam theme into a core gameplay decision rather than using it only as part of the story.

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Comments

Submitted(+1)

Starting off the multiplayer seemed to work well, had a friend join and we had no issues joining or any connection issues, and creating a online multiplayer game for a jam is crazy ambitious but you guys nailed it on that end.

My biggest issue is personally, I just hate that you cant move while shooting, this may be better with a higher pop lobby, but with just two people it just feels very annoying more than anything, again I can understand if it feels different with a lot more people so take that with a grain of salt.

The gameplay loop is simple and easy enough to get the hang of quickly, I can definitely see the Agar.io influence in it. I get the whole risk and reward of it all of it but I didn't feel like there was enough of a difference between having a higher goop count and a lower one where as in a game like Agar.io the difference is night and day. Since your attacks seemed to be limited to a max of 5 goops having more didnt seem super beneficial besides having more chances to heal/attack but I never really felt like I was running out of goops super quick. Lastly I think the base speed should be a bit faster cause even starting out you feel pretty slow.

The visual style is great, I think the game looks beautiful and you guys absolutely nailed it on the pixel art end of things. Not really much to add there I just loved it.

And with the theme I can understand where you're going with it but I don't think it completely matches the theme completely since it is within your ability to just not sacrifice the goops, and I think for the theme things should be forced. But I still think this is a really cool entry.

Developer

Thanks a lot of the thoughtful review.  You feedback is something we will really change as soon as the jam ends and we can update the submission.  We will aim to really make it feel like the more Goops you have ,the more power you really have over others.

Submitted(+1)

Its incredible that you made a multiplayer game in only 10 days. I really had fun playing this, it has some nostalgia in it, some AGAR IO vibes I think. Good job! 

Developer

Thank you! Agar.io was the main inspiration! Too bad that we didn't have time to program AI bots for when no players are around :(

Submitted(+1)

I think you've done well on that one! Unfortunately multiplayer games for game jams are usually not the best pick...so it was for me.

The art style and sound is great, the game play on the other hand is based on actually playing with other people. For me there were no others :D The idea fits the theme, but if there are no players you cannot do soo much. But those little Goops are lovely!

Developer

Yeah we really needed to put some bots in there at least, but time was tight making it multiplayer

Submitted(+2)

Enjoyed playing this one with a friend! Really gave me agar.io vibes

Developer

thank you so much <3

Submitted(+2)

I have mixed feelings about this one.

First of all- the game looks and sounds great, and I admire the ambition of making a full multiplayer game for a game jam. There is obviously a lot of creativity and effort here.

But here's the deal- the gameplay completely didn't land for me. Take shooting. Aiming slows you down to a crawl and by the time you shoot your target isn't there anymore. If you manage to shoot in a direction of another guy the bullets are slow enough to easily dodge. If you get hit, you get barely damaged. Since combat is so difficult you just keep running around and collecting green dudes, and because there are no time, or point limited rounds the one highest in the leaderboard is the same as the one who's the longest in the game (which, ok, in the olden days, when there were TF2 servers with 24h time limit that was also the case).

The way I see it, the game needs to be either faster or slower :) 

Developer

Thanks for the honest feedback! I really appreciate you taking the time to break it down like this <3

From my side as audio, it’s actually very insightful, because a lot of what you describe, like slow combat, low impact hits, or lack of urgency, can also be reinforced (or weakened) by how the game sounds. If actions don’t feel impactful or threatening enough, that’s definitely something we can push further through stronger feedback, clearer contrast, and more tension in key moments.

Your point about pacing is especially interesting... whether the game goes faster or more deliberate, audio plays a big role in supporting that direction. So this kind of feedback is super valuable for us to better align the feel of the gameplay with the overall experience.

Developer

Yep, you are completely right. I will probably make everything more critical. More damage, faster, more range probably. All of these would have been super easy changes by just changing some variables, but we didnt get to test for real until we submitted

Submitted(+4)

Quality game, and a really fun concept for a multiplayer game. Kept me hooked for a solid bit. Shooting what gives you points creates an interesting dynamic where you need to trade some goobs to defend yourself. My only complaint would be that it's really easy to stay alive, since healing is in abundance and shooting is slow. Perhaps it was simply because the lobby wasn't full enough, but maybe putting a cooldown after healing crystals are used could add another layer of complexity. 

Developer

Thanks a lot, really glad you enjoyed the core loop! =) that trade off between scoring and defending was exactly what we were aiming for.

From an audio perspective, your point about survivability is super interesting. If staying alive feels too easy, that also means we have room to push more tension through sound, like making low health states, incoming threats, or healing moments feel more critical and less ‘safe’.

The idea of adding cooldowns is great too, since it would naturally create more contrast, and that’s something we can strongly support with audio feedback to make those windows feel more impactful and strategic.

Submitted(+4)

The game quality is top notch. Great pixel art, animations, sound design, responsiveness and page graphics. You can really see the 280 hour put in to the project.

The first time I was alone in the lobby, so I didn’t even know it was a multiplayer versus game and I just collected the goops and shot them into the crystal trying to figure out if there is more to the game. But then I changed the server and connected with two other players.

The gameplay is quite simple- shoot the big crystal for points or shoot other players while trying not to get shot yourself. I found that the competitive/ versus aspect of the game is very easy to avoid and when I played I didn’t really feel the need to shoot other players (I did so just to grab their attention or to try and goof with them).

I feel like there is a very wide window of how this aspect could be improved to feel more dynamic and competitive (the most striking thing for me was the speed of the projectiles- I could be next to an enemy shooting at me and still outrun/ dodge the missiles without a problem by just walking), but that’s obviously a job for your team to decide. I also feel like the player’s speeds should be more extreme (much faster without the goops, much slower with the goops- that implies high risk- high reward system).

But like I said, the production quality is way above game jam standards. I love the polish and overall UX of the game.

I hope you will continue to update the title in the future and add more things to make it even more interesting. Great job!

Developer(+1)

Thanks a lot! From my side as Audio Game Designer, the goal was exactly that... making the game feel responsive and polished through sound. Every action, from shooting to collecting, was designed to reinforce feedback and clarity for the player.

Your point about the pacing and competitive tension is super valuable. There’s definitely room to push things further, especially by making audio react more aggressively to risk/reward situations and player interactions.

Really glad you enjoyed the overall feel. That kind of feedback makes the 280 hours worth it!

Developer(+1)

I am glad the quality stands out because we really gave it our all to make it polished despite the multiplayer taking most of the time to get working. Thanks a lot for playing and commenting