This is for the Mini Jame Gam #34, I thought I would test myself after 7 weeks of game dev. This time I wanted to focus more on managing scope and game balancing so I didn't try to create any of my own assets. All the assets I used I will list below.
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In most games winning means crossing the finish line or scoring the highest points. But in this game, you’re a tomato with the sole purpose to fail. Your goal is to splat the tomato in order to progress to the next level. Try to collect as few points as possible. A little tip, reaching the finish line doesn't win you the game, it just reloads the level!
Good Luck and I hope you have fun!
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Please Play In Full Screen By Clicking Full Screen Option At Bottom Right Corner

Controls:

Keyboard:
WASD to Move
SPACEBAR to Jump
"R" to Reload Scene If You Get Stuck.

Playstation Controller:
Left Stick to Move
X to Jump
SQUARE to Reload Scene If You Get Stuck.

Xbox Controller:
Left Stick to Move
A to Jump
X to Reload Scene If You Get Stuck.

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Achievements:

There are 4 different End Screen sounds, Unlock them by:
Scoring 0 Points
Scoring Less Than or Equal to 500 Points
Scoring Less Than or Equal to 1000 Points
Scoring More Than 1000 Points

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Assets:

Tomato animated pixel character - Defadaj
Pixel Adventure - Pixel Frog
Vermin Asset Pack - DeepDiveGameStudio


Comments

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Here is my review of the game

Cons

  • Maybe its me but i didnt understood directly the goal at the start
  • Some tomatoos are too near of the player at the start of the level, and when it moves it is really short to see them overcome (i think it is in the start of the
  • Some micro level design element are maybe to much difficult (for exemple on last levels to avoid line of cheries you need to double jump but to avoid them you really have to be close on when to press the jump button to dodge them. Maybe doing first a shorter cherry line easily dodgable and then the second a bit harder and finaly those hard ones)
  • I did not understood that the jumpers wil make your jump height higher if you keep jumping on them, so i felt a bit lost a first beceaus every time after the jump i went to the ground, but by practicing i understood. I mean it's not the 1st behavior we will exept of jumpers, maybe having a first one that only make you jump for a certain jump height the same time, and then a second one of another color that does what you did, it may be will more accepted as we'll know it is another jumper visualy and it would make sens it has another behavior compared to the other one

Pros

  • Tutorials with text are really welcome !
  • Really really nice take on the theme and special object !
  • The concept is really original and verry funny haha when you took the cheries and it says "you suck" haha it made me laugh
  • Overall good difficulty curves on all the game that's nice !
  • Cool SFX, you have different "you suck" haha
  • The music was cool but maybe personatly its not what i will exept from a platformer game
  • Art is descent and does the job to make it fun to play

Conclusion 

you really improived yourself on this one wow !!!! The concept is really what make your game unique, and again i tryed to point a lot of thing on the "cons" sides but that's impressive what you have done when we compare it to the 1st platformer you did there is a great evolution !!! Also your level intentions are cool, even if its far from perfect on my opinion, you still apply the difficulty/intensity curves with a principe of diversity and that is like 70% the most importent thing in LD (Level design) so that's cool !! And finaly you took visual assets that looks good to help you to have the job done, and it works ! Its hard to make the visual when youre not an artist and i think you did a good job of focusing more on game design/level design, code and tutorial here it saved your time

Anyway im really impressed of your learning journey on game dev, i can't wait to see what you'll do on the future, continue the great job !