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Tomato Thrasher VR's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio (Does not apply for Physical Games) | #29 | 1.706 | 4.000 |
Visuals | #32 | 1.919 | 4.500 |
Overall | #33 | 1.919 | 4.500 |
Fun Factor | #34 | 1.919 | 4.500 |
Originality | #34 | 1.919 | 4.500 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Is your game a video game or a physical game?
Video Game
Was your game made solo or in a team?
It was made as a team. Programming by Tyrone Jemison, Art and Design by Les Covarrubias, and Music by Wicked Harmony.
Did you use any third party assets, if yes what assets did you use?
The gun model and hands mesh were a part of the built-in, engine assets.
Did you use choose from one of the optional secondary themes?
Small - we have a large Kaiju with smaller Kaiju and a relatively smaller player.
Does your game contain 18+ content (Nudity, Gore, Language)?
No
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Comments
I also don't have VR technology, but judging by the video, your game is a very interesting experience. The scale is felt, the location has additional weapons, pleasant lighting. Very funny (in a good way) design of the kaiju. Good work!
p.s. And it's an interesting idea to use notes as credits.
Haven't been able to actually play this, as I am a poor peasant without a VR headset, but I hate to see a project that so clearly had a bunch of work go into it get so little attention, so I'll give it a review and rating based on your video! I'd love to see you put out a keyboard and mouse controlled FPS variant so others can experience it.
The game looks like quite a bit of fun. Using a VR/first person perspective works great for a kaiju game, to provide a sense of scale to the monster you're fighting. Gameplay looks to be simplistic, but smooth and bug free from what I can see. I think the game could benefit from a bit more variation, perhaps through powerups or different weapon types, even changing things as simple as damage, fire-rate, and bullet speed could go a long way! Also, adding hit effects, or a health bar to the player and large tomato could help a lot in communicating to the player whether they're doing any actual damage, and if/when they're getting hurt. Finally, I think exaggerating the little hop-walk animation on the tomatoes, making them jump higher in the air when they move, instead of just bobbing slightly could help them feel more alive. Overall, good job on this!
That's excellent feedback, especially about the visualizing of damage inflicted and accessibility to non-VR players. The latter is something I've definitely taken note of and will be exploring solutions for in the next jam. Thanks for the kind words!
Unfortunately I don't have an Oculus Quest to play this. If you could send me a gameplay video that I could include in the Kaijujam Showcase video that would be great!
Here's a link to the raw video file (.MP4). We've also uploaded a copy to YouTube:
https://drive.google.com/file/d/1GQex5Z9t8fqUHARjJIBHSzQMh2PYvbtR/view?usp=sharing
https://youtu.be/RVFwr2trew4
Awesome really appreciate that!
Same, thanks for including our game and for hosting the jam!