Play Tomato Adventure
Tomato Adventure's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #8 | 3.130 | 3.833 |
Fun Factor | #10 | 2.994 | 3.667 |
Audio | #11 | 2.858 | 3.500 |
Overall | #18 | 2.654 | 3.250 |
Visuals | #28 | 2.449 | 3.000 |
Special Object Implementation | #30 | 2.722 | 3.333 |
Theme Implementation | #36 | 1.769 | 2.167 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How is your game related to the Theme and Special Object?
I wanted to do a game were you don t have a "harsh" way to fail. I wanted the failure to either be a softlock (you cannot complete the level because of some of the positions of the items in the level) or just that you do not get the solution of the level.
I added a tomato as a playable character because why not.
Also my personal challenge was to manage to do this all by myself, i had many projects fail when it came to creating environments and art, this was my biggest personnal failure which i tried to overcome in this jam.
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Comments
I loved it, music 10/5, the core with the portal 1000/5, the visual aspect was pretty good. The only thing is that I had a glitch in level 5 or 6 where the portal did not move to the position of the player and did not let me finish the game but otherwise I loved when I discovered the boxes that can teleport. Keep on with these ideas because it was super good.
Hey Thanks a lot for the feedback, i initially planned much more features for the portal mechanics, but due to time i did not implement that much of it.
The last level was a scrap from that, it feautres a "green portal" which is different from the yellow one, it does not switches places with you, but you can still move crates with it.
Unfortunately, i did not do the introduction level to this mechanic so the last level is a bit unsettling because of this, i left it as the "bonus level" for the jam, but maybe i should have pushed a bit more for introduction to green portal.
I wanted to use no text in game too
The portal mechanic is a bit confusing to me, but it's a really nice puzzle game!
Amazing game, sound effects, music, core mechanic and level design.
First I one this one major bug where you can fly and cheese some level like level 3 I think.
You can put the portal in the air (Jump -> wait to reach the max height -> press e) now you just need to Jump and immediately press 'e' which won't reset the velocity, now wait to reach to max height -> press 'e' then repeat. Now you can infinitely fly.
I really like the portal mechanics, it reminds me of portals. But it is quite confusing at first. So I would suggest the earlier level to be more introduce to the portal mechanic, button and boxes.
The levels design are great, it's really rewarding to figure the puzzle out!
Sound effects are great and music are really a blast.
The art could be better in term of polishing(like UNITY PARTICLE SYSTEM) but I don't mind the polygon tomato.
Also the wall could be reskin I think.
Lastly I personally don't think this really fit the theme of 'failure' and play around with the 'tomato'. Tomato can just be literally anything else like a person and it wouldn't change a thing. If you say soft lock puzzle are way to express 'failure' then you could say darksoul game also fits because it hard, minecraft also fits because you can die, And pretty much any game can be fit with 'failure'. (I'm open for your ideas)
Overall solid game that need some polishing on the level design and physics.(You also can get stuck on the wall which I assume can be fix with unity physics material 2d (setting friction to 0)
Thanks for the comment ! Very interesting feedback
I encountered the portal glitch while creating the game and kinda liked it. i put some of the stars in area where i can only reach them with this.
I had initially planned something else for the thematic of failure but could not get it on time, so i scrapped the feature. Unfortunately you are right the game is not on point with the theme. I wanted to release it still.
I wanted to initially create a game with very simple level design (like trivial) but the idea would have been for oyu to soflock yourself as much as possible. A narrator was supposed to help you and would progressively lose his temper as you find ways to fail that became more and more complex.
You would then have acompletion card where there would be a small tomato splash everytime you manage to fail a level. Goal being to find all the ways to softlock the levels.
I had all the narrative system down, but lacked the time to add the softlock detection system
I ll see if i ll add some more polish to the game in thenext days and get the narrator mechanic in. Thanks a lot for the feedbacl
Nicely done! You have a great sense for level layout! The first level with 2 white barriers was confusing because the tomato looked clearly like it should have been able to jump on top of the one on the left, but the tomato just refused to go on top of it, like there were an invisible collider on top of it. I also didn't realize you could portal-warp the boxes as well as yourself until I discovered by accident - not gonna lie that was a cool feeling! I couldn't figure out the one with the green portal, it always teleported me back to there so I didn't see a way to win. Again great work
You can put the boxes in the green portal which will teleport the boxes to you. Now you can go stand on top of the button while putting one box on top of two button. Next You'll need to box, which the right box isn't possible to be push on to the portal you need to get the top box to push it in the portal, now you just deactivated to other 2 button with one box and you are now done!!
Nice! I beat the game in 462.46 seconds. The portal mechanic was a bit confusing at first but i understood it as i went along. Overall very nice and fun. will have to wait until the submission period has ended to give my rating.