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Too Much Tomato

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A member registered Feb 09, 2017 · View creator page →

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space-themed pinball is great! really enjoyed the game loop and finding out what all of the different color powerups do. Would love to get a little bit more control over the pinball sections but the concept and execution were really well done.

another Pixelated0 banger sountrack too!

Thanks Pixelated! The Design Doc is a PDF download on the main page. Not sure how others were uploading theirs

Thanks! I had a lot of fun making it :)

need to get this update so I can HONK!

BARK!

Great, thank you!

I actually never ended up making an itch page for the game because it was so buggy, so it will be great to create a page for 7DRL :)

You CAN use external libraries, game engines, pre-existing code/algorithms, pre-existing art, etc. You can even start your game from an existing game if you are planning to turn it into something unique. If in doubt, be clear about what resources were reused.

I’d like to pick back up my game from Global Game Jam for this jam. A lot of the core systems are built (in an extremely buggy state) and it’s not a roguelike… yet. I’d like to make it one.

  • Give it procedural generation rather than authored content
  • Give the game actual roguelike progression (run modifiers, upgrades, etc)
  • (if time) Remake the art

I would clearly explain where the project was at before the jam in the description and in any submission text forms.

I’ll jam alongside yall either way but I was wondering if I should steer away from submitting a project. I don’t think I’ve ever done a jam in this way before so I wanted to double check.

Hey Jammers!

The jam is ending in ONE WEEK and we will be hosting the Oak City Indie Games Showcase event on Saturday, December 9th. If you submit your project (and are from the general US southeast region) you are welcome to show your game at one of the Tables at the event in what we are calling “JAM CITY”.

Anyone who participated in the Jam can get 50% of a ticket with the secret code that is in the jam discord! https://www.eventbrite.com/e/oak-city-indie-games-showcase-tickets-754565083477

Tickets are limited, so make sure you get one if you are planning on going to the event.

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If you’re in the North Carolina area and want to meet up for the start of the jam we are having a kickoff party! Find us on Discord for more info: https://discord.gg/v23dhXPZPk

Finally, Palette Panic has a release date!!! Get Hype!

Hey! Here’s the timestamp’d link to my playthrough of You Got Played! It should be up for a week or so.

https://www.twitch.tv/videos/1868441059?t=00h16m18s

This one is absolutely worth playing until the end!!! The theme hits even harder about 3/4 through the game.

Loved the combination of action & puzzle mechanics - it made it so that I could solve the levels through planning OR panicked flurry of moves (which was very fun for me).

Great job, looking forward to seeing what you make next!

Hey Kuvi, thanks for sharing this on the stream earlier!

I really enjoyed playing this and finding out the twists with all of the powers and trying to strategize with them. It was fun to try to keep trying to beat my high score. Still think I can break 200 if I give it another go.

excited to see what you make next!

Hi! Thanks for sharing this on my stream earlier!

I enjoyed playing through this and trying to get past the difficult levels! The visual polish was nice but I definitely had a hard time with collision and avoiding things. Was cool to see all the neat mechanics in the video you posted!

Great work on this!

Hey! Thanks for sharing this on my stream earlier!

An ABSOLUTE BANGER of a game from Jamadoo. Yall did a fantastic job with this. I loved the slow discovery of how the game mechanics worked. I can not believe this has 17 thoughtful levels that all feel like they have something unique to say about the game mechanics. The audio/visual presentation was polished to a shine as well.

Great job to the entire team! Excited to see what yall make next.

Hi! Thanks for sharing this on my stream earlier!

I had a great time with this one. I didn’t know what to expect but when the music changed and the characters hands went up, I GOT it and I RAN. Good take on this idea, the back and forth motion felt fun to explore deeper into the dungeon each time.

This is a fantastic game jam entry, simple idea, flawless execution, with tons of polish and style. Well done!

Thanks for sharing this on my twitch stream!

Great job on the visual presentation, everything was so crisp and clean and moved beautifully. I was so excited when some stats switched and gave me a broken build. but then I flew too close to the sun, the stats switched again and I lost it all.

Lightbound giveth, and Lightbound taketh away.

Hey, thanks for sharing this on my stream!

I really enjoyed playing through and figuring out the puzzles. Outstanding job with the visual presentation - the dithered look and way the environment was set up really pulled me into the world and got me excited to think hard.

I hope you keep making beautiful games!

Hi thanks for sharing this on my stream!

It was fun really trying to stretch my brain and figure out what the hidden rules were. It was quite the challenge trying to think on the fly. My favorite part of the game was the HUGE amount of polish. Everything was animated with smooth easings, pleasant SFX abundant, and a sweet color palette.

Simple idea with neat twists and flawless execution. Great work on this!

Hey! I enjoyed playing this on stream.

Even though I was not playing as any of the players, I had to pick one to root for!! My initial strategy did not pay off because the players had quite a POWERFUL vocabulary.

Nice work on this :)

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Question: Is there a boost in visibility when I launch a jam page, or is it a standard amount of visibility leading up to the jam?

Reasoning: I have a draft of my jam without final artwork, links, and details. I'd like to set it live to start engaging and building community around the jam. However, I don't want to miss out on having a more polished page if the Jam launch is an important boost of visibility on itch.

Definitely! That's what Marathon Jam is all about!

That sounds awesome! I look forward to dying in your Roguelite at the end of the jam :)

I look forward to seeing your adventure game on April 30th! You got this!

I'm so excited for the return of this jam! In 2021, it helped me bring my game TENDY: Robot Gardener (then called 9xInfinity) from rough prototype to a Vertical Slice that people could actually play. Participating in Marathon Jam restarted the momentum on the project that carried me all the way to a Steam release in May 2022!


My Goals

I'll be entering with my in-progress game FORKLIFT FLOWERPOT this year, aiming to polish the UX of my already existing demo. Some areas are currently a bit rough and I'd like to address that. I also might set myself a goal for recording & posting on social media (TikTok, Twitter, YouTube). I know it sounds weird, but a huge part of making a commercial game is shouting about it online, and I don't have a marketing team or publisher to do that for me.


So - what are your goals for the jam?

Just completed the game 100% and it was a real treat! An incredibly charming and thoughtful puzzler.

I playtested the first few levels of this a few months back and it was very fun to dive in and complete the rest in this full release. There are some tricky puzzles in there!

I really enjoyed this game! Good vibes with fun lil puzzles. I like how the difficulty ramped up after each round! 

If anyone wants to talk more about this game you can find me hanging out at the Hornet's Nest.

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.

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 :)

Ok, I finally got someone to play with me and we had a great time! It took us a while to figure out what all the tells were, but once we were acclimated with the game and its rules we had a blast trying to blend in and sneak up on each other. 

Worked perfectly on my PS4 gamepad btw! great job getting all those controls set up during the jam.

This is a wildly ambitious jam game. You set out to make multiplayer minecraft with guns in 9 days, and you got a surprising amount done. It was fun to run around in the world for a bit with my friend.  The zombies were very frightening because it was not easy to run away and you could lose all of your resources! I would have liked a more narrow scope with little more polish and clear direction, but you accomplished so much during the jam, so that's maybe asking for icing on a cake that took literally all of the 9 days to make.

Great work on this!

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.

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!

thanks! hopefully it was interesting to play!

Shh don't tell them, they still think they are tomatoes

Thanks! I'm working on adding in an optional 1 player mode playing against an AI opponent :)

We had a blast playing through this on stream last night. This was a really great jam entry - a solid idea with great execution. It was the perfect game to trade off with a friend and try to get high scores at as you slowly peel away techniques and tricks for dealing with different situations. 

You all should be really proud of the work you've done here! Way to go!

Hey! We enjoyed playing this on stream yesterday. It was pretty challenging, but it was a really engaging shooter that works great as a mobile game! A couple times, a run felt kindof unfair due to enemy spawns and timing, but other than that we had a great time with this. Nice work!

We really enjoyed playing through this on stream yesterday. The epitome of what a jam game should be. A solid and small core idea, polished to near-perfection. I loved the emergent styles and discovery that come out of learning how the different dice rolls force you to behave.

It was fun to trade turns with my co-streamer and see who could get the high score. The platforming was really tight and led to some seriously tense moments that felt challenging and fair.

Congrats to your team, you should be really proud of what you accomplished!

We really enjoyed playing through this on stream yesterday! Honestly, I shouldn't have enjoyed it as much as I did. I think part of the reason why it was so good is because of the smart level design. You didn't just plop a bunch of enemies in and call it a day, you designed explicit situational encounters with a touch of puzzling and a heap of hot action. Great work.

The die rolling effecting stats was a neat idea, but I largely tended to ignore it and stay focused on combat. I enjoyed it being there though - it was cool to look at it after an encounter and be like, DANG how is my throw stat so high?

Great job on this! With some more art polish and ironing out a little of the mechanical jank (picking up the dice after you throw it in front of you with a low throw stat) it would be a reaaaally great experience. Though I did become quite enamored by some of the jank by the end, I bet a few people on here would get pretty confused if they didnt have someone in chat walking them through some of the more puzzling parts.