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(+1)

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