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How is your game related to the Theme and Special Object?
You collect invasive tomatoes to beat the immortal tomato
What tools and 3rd party assets did you use?
Custom game engine built atop Bevy / Rust
How did you use generative AI? (If you did)
Some debugging with Claude Code, no generative AI used for any output.
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Comments
Beautiful game, I've read some comments so I'm not saying anything new but the movement direction not matching the camera perspective made it, at least for me, kinda frustrating to play, I had to constantly stop and think, where is my "W" going to move me to.
It's amazing that you made your own engine, props for that, but being locked to webgpu which is still kind of a WIP locks a lot of people who don't know what's the problem out of playing it cos they probably wont download it, since I don't really even understand how you make an engine I'm guessing using another renderer is quite difficult, but if you managed to get it working on web with a default browser installation (so the average joe can play it) would get you a lot more plays I think.
Overall, really liked your game, the aesthetic is top tier !
Very chill game! The green platforms are a bit aggressive, I feel like I had to time my jump early to use the momentum to get to the second platform. Good for a difficult platformer, felt out of place for an otherwise chill game. Overall, really fun!
Was able to play the game and the graphics are awesome! The music is very chill which is cool. The controls / camera were a bit wonky maybe I'm just bad but it made it pretty hard though
Hey there! I've gotten a few comments on the controls and will definitely be addressing that. But I haven't received any feedback on the camera - what do you feel made the camera a bit wonky? Is it the isometric perspective in general where you can't really tell depth? Or something else? Would love to address this in my engine if at all possible.
Really appreciate you taking the time to play / comment, thank you so much!
Normally in games the camera is perpendicular to the player or whatever. When I hit W or the up arrow, the player moves forward/ up. But in your game when I hit W or up you move like left or something (from the cameras perspective maybe not the character perspective) so it didn't feel natural and I was inputting incorrectly a lot.
I think the camera is fine if you adjusted what way the inputs move the character to feel more natural
also tried to run the game, just because you used rust and bevy, but it just wont work......
Hey there! My game uses bevy_vello to render, which relies heavily on compute shaders. You need webgpu to make it work.
I've also now exported native builds for linux / windows / mac osx if you'd still like to give it a try. Thank you for checking the game out, really appreciate your time!
I was really excited to play this just based on the screenshots, however it doesn't seem to work in the browser for me (I checked the webGPU page, and it said my browser supported it oddly enough) the floor, sky and the shadows appear for me, but everything else is invisible. Would it be possible to add a windows executable that I could download?
Hey there! The floor / shadow is pretty much the only thing that had a baked texture. Everything else is rendered in real time as vector graphics.
Could you check if this works for you - https://linebender.org/bevy_vello/
I use bevy vello, which heavily relies on compute shaders, for rendering - https://github.com/linebender/bevy_vello. They also have some notes on web compatibility
And yes! I can provide a windows / linux / mac executable. Let me work on uploading these later today. Really appreciate you spending the time to play / comment, thank you so much!
Hello! Not sure if you're still interested but I've added a windows, mac, and linux executable in addition to the web build. Really appreciate you taking the time to check the game out, thanks!
Thank you for taking the time to do so :) I've tried it now, and after figuring out that it wasn't a puzzle game involving optical illusions and I actually had a jump (Dont know how I missed to check that at the start) I found the game to be quite pleasing. Apart from some artifacts (acceptable in a jam like this) the visuals were phenomenal. The music was nice too :) Absolute cinema.
Beautiful game with simple mechanics but pretty fun! The art direction in the game is really cool and I respect you even more for using a custom engine! The keyboard controls needs a bit more tweaking so I kinda understand encouraging players to use controllers instead (which I did!). The audio is pretty chill with the pickup sound and music just gives me such good vibes. I do wish there were more things happening other than collecting items but its a solid game already for a 2 day game jam. Overall, I had a bit of chill time with it! Great work!!
Feedback definitely appreciated on the controls. I've spent over a year working on this game engine intended for my dream game, getting feedback at this point helps immensely! Do you think arrows/wasd going in the 4 top-down directions instead of isometric directions would help?
And did using a controller feel intuitive?
Once again - really appreciate you taking the time to play and comment, thank you so much!
I think its not the wasd and the arrow keys, its more of the direction its moving to. The controller felt way more intuitive!
Stunning graphics and fun gameplay!
Thank you so much, really appreciate you taking the time to play and comment!
The controls drive me crazy, but the art and effects are so cute!
Hey there! Feedback definitely welcome on the controls - would you prefer the arrows going up/left/down/right instead of the isometric directions? I've been working on this engine for over a year and intend to use it on my dream game. This sounds like something I should probably have as an option in settings or something.
Your feedback is greatly appreciated, thank you so much for playing / commenting!
Yes, I think the movement direction should depend on the camera's orientation. After all, pressing 'up' and moving top-right feels a bit weird. Keep it up!🫡
Love the concept! And the game is preaty fun to play! Though I gotta ask - was this actually coded by hand? It has huge Claude AI vibes!
Hey there! This is the first game jam I've entered with my custom game engine I've been developing for the past 1-2 years. I've posted some semi-frequent updates of my development on the Bevy (rust game engine) discord - https://discord.com/channels/691052431525675048/1486913503880024115
I'd really appreciate your feedback - what makes this feel like it has claude AI vibes? Is it just because this is probably the first time you've seen a real-time vector isometric game?
0% of the art, audio, gameplay, and designs were from claude. My primary inspirations are:
All designs are made in Affinity designer, then either exported as a SVG, animated as a lottie, then brought into my engine, or re-written directly in my engine with realtime rendering (e.g the character) to be fluid based on the world.
For full transparency on AI code, I've been tracking all code generated by AI (and honestly would be happy to export all my AI logs if it helps restore integrity, as I am very careful about using it and never just let it fire away since it'd pollute my codebase and long-term ambitions):
Keep in mind most AI code lines here includes unit tests and example code not shipped to actual clients.
I intend to use this game engine for my dream game and definitely want to avoid people feeling like this on something I've worked on for so long. Would greatly appreciate your feedback! Thank you for taking the time to play and comment!