They’re snipers! Long range, high damage, high pierce. Thanks for playing!
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Dan
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I’d look at more dynamic visuals, maybe with some particles, responsive environments etc. just to make the jumps have a bit more oomph. It’d also be interesting to iterate over the jump and the general physics of the game.
I had a look at the form but I don’t think it’d be able to give a meaningful response - I’m not the target audience for this kind of game, I just appreciate the effort and taken to make it.
Very very interesting premise and great style. My only complaint is that with the depth of the gameplay and the base rate of tomato growing, it doesn’t really feel like I have that many interesting decisions to make. If picking is good but falling is also good, I don’t feel anything when one of them happens. This definitely has sauce though, and could be expanded quite nicely as far as I can tell :)
I knew that people would have the same performer/tomato idea as us, and I was curious to see how they’d do it :) This is a really creative and interesting gameplay loop! As another person said, being able to be hit only by four tomatoes is quite limiting. Perhaps you could make it so that health regenerates slightly, so you have multiple opportunities to gather a high score (but you must be careful not to go overboard!)
I don’t think youre a serious exception - both Grant and I found the game to be endlessly playable as devs, so we wanted to add more fixed tutorial levels and a simple difficulty curve, among other things, but we were too slow to come up with a workable concept! Regardless glad you enjoyed the fundamentals, and thanks for playing!
Thanks for playing, and thanks for the feedback! We designed around eventually adding a table that the ingredients would be nicely laid out on, but we barely made it to the finish line in time, so that had to go unimplemented. It’s a similar story on the “rules met” cue, but we also thought that it would make the game too easy. Ironic considering the rest of the comments!






