Tomato Buster is a 2D platformer set in a land where Veggies and Fruties lives in harmony, a mysterious Calamity awakens to twist the minds of the poor living, turning them into a violent and dangerous army, threatening the safety of the entire lands.

Join the adventures of Bloom the Tomato as he travels to bust the turned and defeat the Calamity that threatens all and restore peace and harmony!

Tomato Buster is an indie developed game. 

Game art, design and programming by XanderNT.


  • Arrow keys: Move
  • Space Bar: Jump
  • E: interact
  • Enter: Start


  • Tomato Buster is a work in progress. 
  • This demo build contains 3 basic short beach area stages. 
  • Everything is a subject to change. 
  • You will probably encounter few bugs.. happy little accidents!
  • Current demo build supports keyboard only.
  • Game menues are accesible via mouse clicking.
  • Full controller support coming soon!
  • There are secret items.


Each stage has 3 Secret Maple Leafs. Collect them all to unlock level badges that do absolutely nothing ( or maybe not ;] ). Do this just for the sake of sportsmanship and challenge yourself to beat the demo 100%. Trust me, Bloom will be happy, and so will i.

So... can you find them all?


This would not have been possible without the help of:

Chossy - Cedarwood Software Additional programming and help.
Naor Hazan Composed the music and sound design.


Check out my art and updates about Tomato Buster at my social media:

Instagram Instagram

 Twitter

Check Chossy`s youtube channel for some neat Unity tutorials Cederwood Software

Reach out for original music by Naor Hazan at naor2411@gmail.com



06.26.2021 - a0.048

  • Ground pound removed temporarily

06.25.2021 - a0.047

  • Game over fixed in Level 1&2
  • Secret trigger fixed

StatusIn development
PlatformsWindows, HTML5
Rating
Rated 5.0 out of 5 stars
(3 total ratings)
AuthorXanderNT
GenrePlatformer
Made withUnity
Tags16-bit, 2D, DRM Free, free-game, Pixel Art, tomato, tomato-buster, Unity

Download

Download
TomatoBusterDemoAlpha0048Win.zip 41 MB

Comments

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היי קסאנדר 😁

המשחק חמוד והכל,

אבל איך אני לעזעזל יוצא מהמשחק ברגע שאני במסך בחירת שלב?!

תודה,
איתן - Tene#4577

(1 edit)

היי איתן,

תודה ששיחקת!

תלחץ על ESC כדי להכנס לתפריט ולבחור לצאת מהמשחק.

יש סיכוי שזה לא יעבוד לך כי אתה בדפדפן, אז תנסה את גרסאת ה Desktop (לינק הורדה בסוף של העמוד)

(+1)

Hello there!

Graphics and sounds are really good.

Platforming is fun, the balance between gravity and jump height is just right.

As Cammin has mentioned, you can do two double jumps if you just walk off the cliff instead of jumping up first. Basically coyote time has no timer.

I walked into each and every spike because they are not visible enough.

Not sure if it’s intentional or not, but if you land on an enemy very carefully (from a small height) and won’t move left or right, you can actually stand on top of the enemy without killing it.

In general very good job, keep it up!

(+1)

I wrote down a bunch of bullet points as I was playing. This is from my own perspective as a game developer, so take it as you wish :)

-Very polished experience!

-Music is great and memorable.

-Character animation is nice and smooth

-I think the game is perhaps too forgiving with its coyote jumps, haha. (you can pull off extremely long-distance jumps currently)

-The parallax background is glorious! Also that it's animated.

-Game's first level teaches everything very nicely, however, the first set of spikes can blend a little too much into the background. Maybe they can be more emphasized, or the backdrop could be more contrasted with the spikes?

-I really like the secret maple leaves, it's such an amazing feeling going for them.

-When I'm running, and then stop, the particle effect behind me completely disappears. Maybe the particle system can simply stop emitting while standing still instead, for extra polish.

-The camera is a little bit jittery when the player is on a horizontal-moving platform. There might be something here to experiment with to make it perfect :) (I had vsync off in the settings)

-I couldn't notice the set of spikes at the start of the 2nd level and got injured by them, more than once, haha.

-For the falling platforms after standing on them long enough, consider giving some feedback to player that the platform is going to fall, like the propeller halting its animation.

-Very rarely, when I jump on enemies, it doesn't register. wonder if it's some physics shenanigans.

-I've noticed that some trees are bouncy while others are not. This might end up being a difficult design decision as it doesn't promote game consistency. But it's something that's more subjective so it's up to you :)

-It would be very cool if there's a possibility of playing as the rescued apple.

-This is just my own opinion, but the health bar feels a little high and forgiving. Perhaps there can be less max health but more consistent health pickups. This would result in increased tension but makes health pickups more satisfying to grab.

-I was able to cheese the boss by running ahead of it after hitting its head. Maybe can somehow force the player to lose control while the boss is moving to the other side of the level?

I found only 2 maple leaves per level. So they are definitely hidden well :)

I can see a lot of love was put into it, so really well done for all of the effort. Totally awesome! I'd be interested in keeping up with the game. :)