Incredibly polished game, I love how cute the alien farmers are!!
madeleine :)
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Wow thank you!! For the checkpoint situation, we're planing to separate the tutorial from the actual level, so it's not as frustrating. For the timer, we understand it's kind of scary, but since you're trying to defuse bombs, it was intended.
For the theme of failure, originally, we wanted to make a game where you actually infiltrate the terrorists and disarm the bombs as they are planting them (to sabotage the mission from the inside), but the idea evolved and now it's not as fitting to the theme as it was.
Haha thank you, I don't think I'm an expert but I'll do my best :)
I think it would be the visuals for me, your game would really benefit from a more cohesive artstyle between the different elements. I think the splatter should maybe be a single colour, and you could still show the elements that are behind the splatter (I'm not sure how that would look, you would have to experiment).
Since the transition is the tomato getting big, you should make sure the sprite is big enough so that it doesn't look pixelated. Maybe some bug fixing (the character still shows during the transition), maybe a tutorial level just to make sure the player understands the concept from the beginning. Also, the earlyer spots dissapear when there a too many, and that is quite frustrating !
These are just some ideas, hope this helps!
I think it would need to be more polished for me to consider buying it, with perhaps some mechanics to make the gameplay more diverse (moving platforms maybe, things like that) and elements to make it more enjoyable (the ability to smash yourself on purpose, fixing some collision bugs...). The smallest jump possible could be smaller to make it more manageable. And I don't think I would consider buying it if it had only a single level.
Hope this helps!
Very nice game, the music is a bit repetitive and kinda drove me crazy but I guess it is how it is when you make a game like this one. It was great and I'm very proud I managed to win the game. I suggest that you add an input to smash the tomato on purpose because there are plateforms on wich you can't die that are very frustrating. It was really fun to see all the details in the drawings
Thank you !
The idea is that you have to sabotage their bombs so that they fail. Kind of a "you don't want to win, you want them to fail" concept.
And since the goal is to save the tomatoes (in the form of ketchup), with gameplay elements like ketchup spills on the floor, we felt the tomato connection was strong enough.
Hope this explanation helps !