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TheTominatorGames

141
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A member registered Dec 16, 2019 · View creator page →

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Hey all! I saw your game at Imagine RIT last weekend. I'm creating a collection of smaller games developed by students here at RIT. If you're interested, feel free to email me or connect with me on LinkedIn :)

Of course, it was a great experience!

Good to know! And now that you've said it, that really is the perfect way to show off the fact it was made in Scratch! 

Looking forward to your upcoming work, no matter what game engine it's made in 😁 

Just tried it out! I like the style thus far. Jumping and walking feels a little slippery, but that may be by design. I think it'd be cool if their sprite changed when they jumped :)
Also, if the jump's height/length could be changed depending on how long you hold the jump button for, that'd be aweseome!

It's a great start!

Of course! Best of luck.

Interesting concept, and nice visuals. However, I didn't have to do anything the first 10 levels. I feel like this will bore a lot of players and make it so they don't end up ever getting to the cool mechanics you have in here. It's okay to show some of the cool mechanics early on :)
Good luck on development!

Awesome! Best of luck with it. I loved Jetpack Joyride as a kid, so I'll be looking forward to it!

Heyo! Awesome first project. The paddle controls feel spot on and the star field background adds nice depth. Two players have clear, simple controls and the game runs at a steady pace. The lives are a little challenging to read, but I can still make it out. You nailed the classic Pong vibe. Can’t wait to see what you build next; keep having fun with it!

Absolutely LOVE the look of the game! The UI feels a little inconsistent to the main style, but overall it's an awesome aesthetic! Keep up the great work, and good luck fixing those bugs!

A pretty good tech demo thus far! Looking forward to see how it develops. A couple notes I thought I'd give are:
- I'm asked to put my name in twice (at the start, and when introducing myself to Winston's friend)
- Winston's sprite is cut off in the view

Cropped-off Sprite
Best of luck in your learning process! A tip I'd like to give is that if you're going to use AI to help code to try your best to learn along the way, and have it describe everything it's doing to the point in which you understand. You can learn some pretty cool problem solving skills that way!

Best of luck!

- TheTominator

Of course! 😁

Sorry, the image never attached!

Hello! Upon trying to run the game on my Chrome web browser I was met with a black screen. Sharing this here in hopes that you may be able to fix the problem.
Thought I'd dig a little deeper, and came across these errors in the log of my browser.
Hope this helps! Excited to play it when it's fixed :)

Heyo Demon-ish! Just played Ghosty’s Big Journey and it’s so charming. The cute ghost and flower‑collecting mechanic really pulled me in. I’m curious do you have plans for new levels or extra features in future updates? Can’t wait to see where you take this next. Keep up the awesome work!

Anytime man! I'm glad you found the advice useful.
My Discord is thetominator64 if that's an easy way to message me when you have something you'd like thoughts on. 

I love how TypeWar captures the thrill of those old flash shooters I used to dive into back in middle school. The mix of fast paced typing combat and steadily harder word challenges really takes me back to racing the clock on those browser games. The retro inspired visuals and explosive special enemies add just the right sense of nostalgia while keeping every level feeling fresh and intense. I also really appreciate the support for both English and Spanish word banks, which shows thoughtful design and opens the game to more players. Even in this demo with only 15 levels I felt that perfect balance of fun and challenge. Can’t wait to see how the full Steam release expands on this experience!

Heyo! Game sound fun but this is all I'm getting rn. Best of luck on your game dev ventures!

I hear you: marketing can feel like a whole other craft on top of game making. Here’s a simple path you can follow without it being a huge time sink:

  1. Pick one or two communities to start

    • Reddit: Try subreddits with clear self promo rules like r/IndieDev, r/GameDevClassifieds or r/itchio. Read their pinned rules, then share a short post (title, 2 to 3 screenshots or a 30 second video clip and a link) once a week.

  2. Leverage a YouTube channel

    • Post a 30 to 60 second highlight on Shorts. Show a funny bug  or a new feature!

    • Link back to your devlog or itch.io page in the description.

  3. Join a few Discord servers

    • Lost Relic Games: Great indie dev community where you can share progress and get feedback.

    • Itch.io Official Discord: Good for dev updates, networking and sharing your game in showcase channels.

    • Bonus: search “indie game dev” servers. Share progress snapshots in the show and tell channels.

  4. Make it a mini habit not a time sink

    • Block 30 minutes once a week for posting and engaging. A quick comment on someone else’s work counts as community building.

  5. Plan for when your game engine looks polished

    • Keep a pocket folder of 5 to 10 clips or images you can share instantly when you hit milestones (like you already do for these devlogs).

    • Ask friends or testers to help spread the word if they love what they see.

You’re already doing the hardest part. Each small post builds credibility. The more you share genuine progress the more people root for you. Let me know if you want a template for a Reddit post or a devlog outline; I'd love to help out! Been following your project for well over a year now, and there's nothing more I want then to see it thrive. You got this!

This was super charming! The minigames were creative and had that janky-but-fun spirit that made the era so special. Loved the visual style too, it really stands out.

Do you post about your games anywhere else, like social media or a personal site? Or maybe put them in itch.io bundles? I feel like a lot more people would love this if they saw it. Would be awesome to see it in a Halloween-themed bundle next year if you end up revisiting it!

Also, small Scratch tip in case it helps with your vibe: if the default orange number displays ever feel out of place, you can actually hide them and make a custom display using sprites. One way is to switch costumes based on the value of your variable, or even use say blocks from a sprite with a styled text bubble. There's plenty of resources online that go into it in more detail. It's a bit more work, but it gives you full control over how it fits into the aesthetic.

Really loved this. Hope you got some well-earned rest after getting it out on time!

This is awesome!! Out of curiosity, do you post your devlogs anywhere else besides itch? I feel like more folks would love to see what you're working on. Even just crossposting to places like Reddit, Twitter, or a personal site could go a long way. I'm trying to get better about doing that too, and it'd be cool to see your stuff pop up in more spots! Keep it up :)

Thank you so much for playing my game, and for the kind words! :)

Green ones started hurting me, for some reason. Also, I think the mechanic where the warning goes from green to red is interesting, but ultimately feels unfair and unreliable. I think instead if the good items were a green check mark and a circle, and then the fake 'good ones' were green caution signs, that'd be cool.

Hey all! I think this is a great game, with a lot of potential! I noticed some changes after the original updates, and also wanted to use this comment to give some general feedback:

- I feel like a way to somehow coerce fruit to be in the same area would be really cool. Even if it's subtle, that small bit of control could add a lot of strategy (maybe stomping alerts surrounding fruits that weren't crushed and causes them to scatter?)


- when I originally played the game, it felt like the fruit were always in the right position at the right time, upon this playthrough, I often found myself in situations where I couldn't get the right combination. There could just be a change in strategy I haven't figured out yet, but I thought I'd mention this.

- I love seeing the smoothies! It's very satisfying :)

Overall, I love the game and am excited to see what's next in store for Kaiju Smoothie!

Thank you so much! :D

Thank you! All art was done by Kalanoka, feel free to check him out!

As a fellow frog game maker, I approve ;D

Thank you so much! We're glad you enjoyed c:

LOL I love that idea! Thanks for all the feedback NotRobot! We'll have a path/QOL coming out very soon :)

Thank you John! Kalanoka's art is amazing!

Thanks! That part was actually harder to program than we would've expected, so we're glad to hear it was well worth it :)

Wow, that's a great premise to extend the gameplay! We'll certainly consider it. Thanks again!

A mobile game would be exciting! Do you have any ideas on what could be put in any extra features?

We haven't had one planned, but we're happy to hear your ideas on what it should take to "win" in Mail Frog Sort! :D

Oh wow, thanks for bringing that to our attention! We had no idea, and will have a fix up soon!

I think the UI is a great idea! Thanks for all the great feedback Aidan :)

Thank you so much! :)

Play as poor, overworked mail-frog as you spend you days sorting packages onto their correct conveyor belts. But beware! An infestation of pesky cats has broken out-- and under no circumstances must you let them be sent out!

With your mighty tongue, capture the packages and match them to their corresponding locations: destined to be sent nationally, internationally, or even to another planet-- Mars!

https://thetominator.itch.io/mail-frog-sort

This game is AMAZING.

Weirdly satisfying indeed!

Done and dusted 💪

Glad to hear it! If any other problems arise just let me know.

Good evening Bullet Giraffe!

From my experience running and participating in Co-op bundles, the cuts of the bundle is automatically distributed between everybody as soon as a sale is made. As the sale progressed, for every bundle sold you should have seen your cut in money made. If you go to Dashboard -> Earnings -> Payments, you should be able to see a long history of earnings made. If you did in fact receive the cut of the bundle, there should be plenty of transactions shown around the time the bundle was active.

Even as the runner of the bundle, I only receive my cut; I have no access one way or another to the rest of the cuts, as they're handled by Itch and Itch alone.

Let me know what you find or if you have any more questions!

- TheTominator

How long did it take you to make this game? :o