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tomato fighters (jam version)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation (Audio & Visuals) | #24 | 3.273 | 3.273 |
Creativity / Concept | #26 | 3.000 | 3.000 |
Overall | #32 | 2.848 | 2.848 |
Enjoyment / Gameplay | #58 | 2.273 | 2.273 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Multiplayer Type
Only requires one computer
Input Type
Number of players supported
Type of multiplayer game
1v1 deckbuilder
Message from the creator(s):
Thanks for checking out TOMATO FIGHTERS! I plan on incorporating this into my main project FORKLIFT FLOWERPOT which has a coming soon page you can wishlist on Steam! https://store.steampowered.com/app/2073330/FORKLIFT_FLOWERPOT/
How does your game fit the theme?
two tomatoes are trying to share a farm plot. they have to trust each other not to blight their crops.
Original Art
Created the vast majority of the art during the jam.
Original Audio
Created the vast majority of the music and sfx during the jam.
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Comments
Very interesting game! When I first tried the game on my own I had quite some trouble getting all of it. So I decided to just play it with my friend, it took some time and a few turns for us to fully understand what was happening, it might be because we don't play that many table top games, but as some others have said as well, the game is a little bit confusing. There were a lot of numbers to look at, perhaps a bit too much. The controls were also pretty weird. Nevertheless, after a couple of tries we started to understand how the game works and that we need to strategize what to put down first and what to put down last as we need to use everything we have to end our turn. Your devlog was also brilliant in covering your process of going about things, and I really enjoyed watching that! Good job overall, really interesting art and concept, just a bit too complicated to comprehend.
Thanks for playing and watching the devlog video! I agree that the onboarding tutorial and gameplay clarity could be tuned up. Glad to hear things started to click after a few plays. I noticed in my live playthroughs I had to explain the game to my playtesters before they got it and started to have fun with it.
There's a lot of depth in this game jam, to the point of being a little confusing. I appreciated the tutorials in the beginning but I think I'd need to see a walkthrough to really understand. Art style felt cohesive and unique, especially from looking at the game you're developing on Steam.
Thank you for the comment! I definitely wanted to lean into mechanical and strategical depth , and I do think the tutorial could have been a bit more thorough. It was one of those LAST DAY GOTTA HURRY kind of things :)
Cool game! The graphics and sound looked really polished. The tutorial was also well done, but the game was maybe a bit too hard to understand. We were also unfortunately not able to play the game since the / character is not available on all keyboards, so Player 2 couldn't navigate between the crop placement and the ui. It would probably be better to use another character.
Good job on the game though, it looks very polished and well done!
Would appreciate if you could check out our game as well :)
Ah, sorry about the [ / ]key! I thought it was standard! Probably should have used K / L. Thanks for the comment though and I will check out your game.
Really fun game. The controls are very unintuitive and cumbersome. Especially switching between plot and deck. The shop was always a chaotic moment, where the player who can click faster, is the one who gets the goodies. Also wares that cost 0 are not balanced at all, since again the fastest player always gets it. The random tile checks did not seem very fair, because often it does not hit anything at all, and at other times it hit multiple times in a row (Like that my friend got 44 tomatos in a SINGLE turn.)
Thanks so much for playing and writing a thoughtful comment! My focus was on making a chaotic and fun party game, so balancing the game fell to a lower priority. The wares that cost 0 are starter cards can leave your deck a little underpowered, so I left them at 0 cost. I agree about the random tile checks, I should probably do some magic to make sure it doesnt hit the same tile twice. Love that your friend got 44 tomatoes, that is the high score AFAIK! Nice one :)
I also agree with you about the controls. It's a little tricky to execute the hand > plot transition without screwing up your plan and the hectic nature of the gameplay doesn't really help.
Thanks again for playing!
very nice!
I like the artstyle, and I think this game took a really creative approach to the theme.
thanks! hopefully it was interesting to play!
Cool game!
Thanks! I'm working on adding in an optional 1 player mode playing against an AI opponent :)