Agreed with player controller! Need to do some research on fine tuning player movement in a platformer type game. Some people experience lag with browser version ye, seems to depend on platform etc, not sure what the cause is.
omalley
Creator of
Recent community posts
Thank you for the comment.
"I’m stuck on one moment, platform was too high. So I used the "shock wave" from hitting from slime when it jumps)"
Yes! That is exactly what you are supposed to do. Nice.
"Does it have to be that only bottles do damage?"
Lol unfortunately I think the dmg from weapons is bit bugged atm, will fix it some time soon.
Love Tomatothep and the idea.
Gameplay to me didnt seem that compelling, but I might have just misunderstood it. It wasn't immediatly obvious how the game works, namely why would you use the prayer vs the tomato on which objects etc. Seemed like it was just trial and error: quick tap to see if either of the two are desirable is how I ended up playing.
Thank you for the feedback Remi!
You can actually repair by trading for the "hammers" in the first port. Definitely need to make that more clear in the game, other people also missed it. The loop theme is in the movement and map layout - you can only loop round and round the whirlpool and can't move backwards at all.
I really liked it, one of the most fun ideas in this jam. I'm sure programming this was a lot of effort, well done! With some expansion of content (enemies, cards, deckbuilding etc) I could easily see myself playing this game for a few hours.
Some suggestions:
I had some lag/timestop when I clicked on a card, not sure if this is intentional but it disrupted the flow of the game. Might be caused by me running the game in linux? Not sure.
Some cards which affect the player/enemy in some way that isn't /- HP would add a lot I think. For example a card which makes you faster, or a card that slows down enemy bullets, etc.
Some type of border or line that clearly shows where you can move would help, dividing the screen into "card area" and "move area".
Really liked this game, I think it has a lot of potential. Very cool idea. I liked the changing colour palletes.
I think it would have been cool if the genres interacted more, like for example if in puzzle genre you can move boxes/platforms to make the platformer easier. Also the shooting genre is a bit basic and not as enjoyable - but given time constraints I understand its hard to fully flesh out everything.
Amazing, definitely the best entry I've played thus far. Fast paced action but there is still room for a bit of strategy and longer term thinking. Clean, good looking graphics and animation.
Only, very minor, gripe I have is that the movement feels a bit unresponsive, for this type of game i'd like movement to be even snappier and faster.