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A jam submission

Tomati TakeupView game page

A survivor-like action game where you survive as long as you can.
Submitted by StoneHolder28 — 15 hours, 5 minutes before the deadline
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Tomati Takeup's itch.io page

Results

CriteriaRankScore*Raw Score
Theme Implementation#223.0833.083
Audio#293.0003.000
Special Object Implementation#333.4173.417
Gameplay#392.6672.667
Overall#432.8332.833
Fun Factor#472.5832.583
Visuals#732.2502.250

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How is your game related to the Theme and Special Object?
Enemies are immortal (they cannot be destroyed). The player is temporarily immortal as long as they have at least one tomato-like "tomati" collected.

What tools and 3rd party assets did you use?
See description.

How did you use generative AI? (If you did)
AI not used.

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Comments

Submitted(+1)

I like the automatic attack thingy, I think it’s a neat way to offload some thinking so I can focus more on the dodging.

The pacing it too slow for me though. I’d have liked to get more enemies faster, so maybe after 20 seconds I’d have 8 or so enemies attacking me. But then I’d also need an attack that could deal with more enemies at once.

Overall, a good start. Keep making stuff!

Developer(+1)

Hi, this is a belated thank you for your feedback! I took your advice and made the ramp up occur sooner and more dramatically. It would've been great for the jam, but I might bring it back down if I add more features so the rounds aren't so short. Still just the one attack, though! I may add an alternative or upgrades, but I want to focus on player movement.

Submitted(+1)

I love the idea! We also have a simillar "collect tomatoes for immortality" mechanic :D. Good game.

Submitted(+1)

This is a good idea for a game, the main mechanic feels good.
You should continue this, but choose a better aesthetic/theme, while keeping the core mechanic and juicing it up.

Developer(+1)

I'm glad you think the mechanic feels good! That was my main priority, and why I recommend using a controller.

I think you're right about changing the theme after the jam. It it definitely needs some work, maybe a total reskin.

Developer(+1)

Hi there!

Thank you again for your comment during the jam. I just wanted to let you know that I took your advice on changing up the aesthetic and expanding on the core mechanic. Feel free to give it another go, but really I just wanted to let you know I appreciated your feedback!

Submitted(+1)

Hello, I'm glad you've continued working on this game! I like the changes, but I think you could take it even further!

I have 2 advice, 1 objective and 1 subjective. The first one is that you should color the enemies in a color that contrasts the background. Like orange maybe or anything you want, but not purple if the background is purple, nor any similar color.

The second one is that I would make a more detailed character for the player. Either give it some facial expressions (if Nintendo managed to make a pink blob famous, why couldn't you, haha), or remake it into some creature. Maybe if you want to keep the food theming with the tomatoes and the broccoli, make it a character that eats a lot or has a big mouth. But as I said, this is just a personal preference, you are the cook!

Good luck making games!

Submitted(+1)

Very polished considering the deadline, and the idea of vampire survivors but the enemies can't actually die is super unique! While a bit simple, slap on an upgrade system, and other enemy types, and I can see this as a full game. Well done :).

Developer

Thank you very much! I'll play around with adding in upgrades and new enemies.

Submitted(+1)

This game has sooo much potential! As it has been said before, the difficulty ramp up feels a bit slow but it has the juice! I love the attacks, the sound effects are great and the gameplay is just quite fun! The visuals needs a bit of polish but its completely fine for a 2 day game jam! I highly encourage you to develop the game more after the jam! Great work!!

Developer(+1)

Thank you so much! ❤️

Juice was my priority over features, so I'm really happy it shows! I agree with the difficulty and I'll be tweaking the ramp up and playing with constraining the player more after the jam.

Visuals are my main weakness. I didn't partner up with anyone and I didn't find assets I wanted, so the sprites were all hand made during the jam. If you or anyone else has any suggestions, I'm open to hearing them!

Submitted(+1)

That's fair! I'm not the best at visuals as well since I put most of my stats in programming but I'm getting there xD. I guess what I did for my game was I just used assets that are mainly one colour so whenever I make custom stuff for it, I can just make it rather quickly without worrying about colours. Though some people may argue that limited colours makes it way harder but I beg to differ, especially for pixel art. 

Developer(+1)

Sounds like my color palette needs some updating, which I should have thought of sooner! I didn't do any basic color theory, just picked some tacky pinks and cyans that definitely don't work with all the green. I like your suggestion of keeping it small and simple. I'll put some thought into the color palette!

Submitted(+1)

Definitely! Usually pixel artist uses 4 colours as a baseline for everything. There is sometimes a visibility problem with it though. For my game jam game, I just use black and white and colour it in engine if I want something to be more highlighted or obvious

Submitted(+1)

If you are interested in pixel art, look into pixel sizes (8x8, 16x16, etc) and also look into pixel size consistency as well! Another thing to note is make sure characters like enemies, players, etc have a vast contrast with the background so its super clear!

Developer(+1)

Hello again! Thank you again for your advice! I admit I did not follow it to a T, but I did put together a more thought-out palette to use and I've reskinned just about everything to match. Regardless of color, I added a border to the enemies so they can be more easily seen in just about any palette. None of the textures are set in stone, but I think even just having an intentional color palette makes it look much better!

I also did a bit of tweaking to enemy spawning, I tweaked  enemy movement, and I added a few small features.

Just wanted to let you know I really appreciated your comments!

Submitted(+1)

That looks so awesome now!!! Great work!!!

Submitted(+1)

Very cool game, good work for a short jam!

I feel like it takes a bit too long to ramp up the enemy count, and even once the enemy count is high you can just keep on chasing a single enemy to infinitely increase your score. There's a pretty easy fix - make the arena finite / way smaller, that way once there's more enemies you gotta squeeze through them.

Fun game with lots of potential for a short jam, great work! 

Developer

Thank you! I agree, I kept tweaking the ramp up and after the jam I'll probably make it more aggressive. I have a quick and easy plan to keep the player surrounded without cornering you in an arena, because you're right about chasing a single enemy away.

For me the fun part of playing is "dancing" with the enemies, and in the final hours it became my focus to make that more fluid and enjoyable. I'm glad you enjoy that and want to see more squeezing between enemies!

Developer(+1)

Hi, I wanted to thank you again for your feedback and let you know that I updated the game. I took your advice and made it so that players can't run off with a single enemy but they aren't walled in either. I also made the ramp up earlier and more dramatic. It would've been great for the jam, but I might bring it back down if I add more features so the rounds aren't so short.