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How is your game related to the Theme and Special Object?
The game combines the theme "Immortal" and the special object "Tomato" into its core gameplay mechanic.
A giant, immortal tomato relentlessly hunts the player. It cannot be killed and continuously regenerates through three different stages: Green, Ripe, and Rotten. Each stage introduces new attacks and challenges.
The player is a farmer whose scythe deals no damage. Instead, they must push hostile vegetables into the immortal tomato's path, using its attacks to eliminate enemies.
The tomato is both the game's greatest threat and the player's only weapon.
The goal is to survive for 2 minutes and eliminate at least 50 vegetables by manipulating the tomato's attacks.
What tools and 3rd party assets did you use?
Development tools:
* Phaser 3.90.0 — Game engine
* TypeScript — Programming language
* Vite — Development and build tool
The game's visual assets were created programmatically using Phaser's graphics and texture generation capabilities.
The project was designed to run without external art assets or third-party asset packs.
How did you use generative AI? (If you did)
I used OpenAI Codex as an AI-assisted development tool to help generate graphs and sound.
The original game concept, core mechanics, gameplay requirements, and creative direction were defined by me.
Generative AI assisted with the technical implementation, while I directed the development process, defined the gameplay systems, and made the creative decisions.
AI-generated code was used as part of the game's development, and its use is disclosed for transparency.
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Comments
I like that your main tool for killing stuff is not under your direct control. It makes it so you have to learn how the game works to be able to do something useful. Spotting that enemies lump together if you stand in the middle of a group and using that to get a big combo was satisfying.
I do think 2 minutes is too long to survive. I like more action filled games, and this stays quite slow throughout. I’d rather have to survive maybe 40 second but with the game being harder.
Also great use of the theme! It makes sense, and I think it’s a fun interpretation. Good work!
Thank you so much for playing and for the thoughtful feedback! 🍅
I'm really glad you enjoyed the indirect combat and discovered how to group enemies together for big combos. That's exactly the kind of gameplay I was hoping to create!
You make a great point about the pacing. I'll definitely consider shorter, more intense rounds with increased difficulty for future updates.
Thanks again for your suggestions and kind words about the theme! 😊
I don't know what happens but I can't move when the game starts :(.
Oh no, sorry about that! 😢 Thanks for letting me know!
Could you try clicking inside the game window and then using WASD or the arrow keys to move?
If it still doesn't work, could you tell me which browser you're using? I'd love to figure out what's causing this and fix it!
Cool game!
Thank you so much! Glad you enjoyed it!
Could use more types of weapons, the short range felt hard to land attacks with without being hit yourself
Thanks for playing and for the feedback!
The idea was to make the scythe a tool for pushing enemies into the tomato's path rather than a weapon that deals damage.
But I agree that its short range can make it risky to use. I'll look into improving its reach and making the combat feel more comfortable in future updates.
Thanks for the suggestion!
Looks and plays really well, love the idea.
Thank you so much! I'm really glad you enjoyed the gameplay and the concept!
That's really impressive idea. The visual and sound is great, I like that you have different types of tomato with unique power for each one. In general, looks freshly and I had a lot of fun.
This is such a fun game! The visuals and everything is pretty simple but all of it is so polished! I love the mechanics and I love it when I don't really have super direct control of the game, but the indirectness is what makes it charming! The sound effects are pretty cool, the sprites are also nice. I guess my only complaint is just the UI being a bit overwhelming but other than that, it was pretty cool! Great work!
Thank you! It’s very rewarding to receive feedback like this. If you could let me know what you found confusing, I’d appreciate it—I’ll be sure to keep that in mind for games in future jams.
oh sorry if it came accross me being confused. I meant it as like, the mechanic are giving indirect control to the tomato which is pretty unique! I guess in terms of UI, its not exactly confusing per se, just a lot of things shown at me at once, but I got used to it!
Oh, I see now! No worries at all! 😊 Thanks for clarifying!
I’m glad you enjoyed the indirect control mechanic! I also understand what you mean about the UI having too much information on screen at once. That’s really helpful feedback, and I’ll keep it in mind for future projects.
Thanks again for playing and taking the time to share your thoughts!
Cool game! I really like the idea!
Cool game! Excellent work making the visuals cohesive with enemy state, i can clearly see when and where the tomato is going to attack, game felt hard but fair
Thank you so much! I'm really glad you liked the idea!
I managed to reach 7,600 points it was a really fun
Wow, 7,600 points! That's awesome! 🔥 Thanks so much for playing! I'm really glad you had fun! 😊
good game:0
Thank you! Glad you enjoyed it!
The game is creative, and it does a great job of incorporating the right themes. It also looks beautiful.
Thank you so much! I'm really happy you enjoyed the concept and the visuals! I appreciate you taking the time to play and share your feedback!