Soul Food - a survival rpg with slow burn weight gain

Soul Food - a survival rpg with slow burn weight gain

Sometime, you just want a cozy rpg with cute enemies, interesting character building options and kink content as a supplemental rather than central immediate focus.

Soul food aim to bring an jolly twist closer to tribal hunter to the Survival rpg games like “fear & hunger” and “look outside” that are entrenched in horror. Explore! Survive! Scavenge new equipment and food to cultivate your team’s strength and size the way you want to!

Give the game a try and a Wishlist. If you have questions, it shall be my pleasure to answers them and maybe tease content in the work during the week-end along side the answers!

You can download the demo now on steam and Itch io!

31 Likes

It not a bad demo, the art is very good and the idea looks like a ton of fun but I going to wait till there is more to the game play because the demo is a bit to short for me to get the game play loop but still this is a great start and I hope for more later.

3 Likes

I am glad you liked it! What was your favorite boss in the demo?

Definitely a fairly solid demo! Good start, though the lack of healing (once you run out of items, for example) makes it more difficult than it should be, I think, haha.

Still! Got through everything by saving damage items on the bosses, though part of me feels like I still missed something…

The game is meant to work with limited healing!
The most reliable way to heal is to end the day! (which will make some change to the world, fully heal and partially cure the soul curse if afflicted by it.) But this healing feature is disabled in the demo.

Emily has a research to unlock the ability to obtain healing items at cooking stations, but that feature did not make the cut for the demo. In the full release, the “money” you get from encounters will be tradable for various things:

  • healing items at cooking stations
  • buying some food items
  • removing unwanted cards
  • recruiting specific party members

Honestly, XD part of me would have loved to have the demo filled with even more content.

3 Likes

Oops I did not fight the boss…I was rushing but I guess I have to go back in.

You got multiple bosses in the demo! the main one blocks the natural path forward.
The others are sneakier! :smiling_face_with_horns:

‘Others’? Hm. I know I fought two…

3 day easter week-end with sole focus on content I wish were in the demo:

  • completed the eastern side of the “pastry palace”, including loot and enemy encounters
  • Currently working on 2 more recruitable allies who are linked to that side of the map, as to make them playable for further testing. :wink:

On this, I wish you all a wonderful week and Happy easter!

10 Likes

can someone who’s played this like… outline the gameplay loop here? whats it like to play currently? what makes it special as an RPG? I see cards in that screenshot. How much is it a deck builder? How involved is moving through the overworld? are there secrets? ect ect ect. Curious but unwilling to commit time without more info. (esp since this is a paid game eventually. the bar for me paying for something like this is VERY high, and I also really hope it’ll be purchasable on itch too, since… I really don’t want to dig into all the steam privacy settings for having this game, or even worse, make an alt.)

I can answer some of your questions!
For one, It will be available to buy on itch. In fact you can also play the free demo on itch.

The main way to do deckbuilding in the demo is through equipment, which adds their own card to the deck. The main loop is all about exploration (to fetch new gear) and defeating enemies to obtain food that grant you XP and affect character stat growth.

How involved, well we do have to travel pretty much everywhere, but I like to make the world interconnected so backtracking is lessened.

Ultimately, It is with the help of feedback that I can try to improve the game prior to release.
People want more in-dept deckbuilding options, I can try to see how i can wrestle my current pluggin used for the card combat.

If you are curious about the gameplay itself, a few streamers did play it.
Pandemonia (end of a long stream)
Renard Cross (recent demo day last thursday)
Fatty games on youtube also had a video that you can easily find with the search function.

Have an awesome day MK!

4 Likes

Stellar demo so far! Interesting gameplay loop to get into! It’s a nice combination of standard RPG elements and the deckbuilding genre. Favorite boss was the im-”pasta” Emily, which I though was a unique way of using the idea of such an imposter! Looking forward to when more comes out!

Also, here two of the minor issues I encountered along the way:

  • The red books located in the top center of Pastry Palace - Index don’t seem to be interactable
  • The Haymaker card seems to act like a Simple Strike card instead of dealing the advertised damage in its description
  • Emily’s combat sprite doesn’t seem to update to reflect her current level, remaining at her level 1 sprite while actually being level 2
1 Like

nice catch! the demo could use one more lil update.

Haymaker damage formula is only fixed on the itchio version.
The combat sprite not updating has been noticed by the voice actor for the enemies (the death sounds)
The red book issue is caused by the event overlapping a wall. time to fix it! (this was not know until now!)

3 Likes

Smoll preview, Initially tried to make character’s bust visible in menus, but settling for this for now.

  • mapped out 1/4th of the second area “Maize maze”
  • worked on playable flan-miliar’s sprites
  • made portrait assets
  • 1 more recruitable ally implemented

Aiming to have flan done this week and 1/4th of Maize for private playtesting (because i don’t want a buggy mess released to everyone.)

8 Likes