Bad Tomatoes


I debated whether or not to share new levels I have created and decided not to, at the moment. Discovering new mechanics and monsters for each level is part of the fun of this game. 

This week I can share that a new level has been added to the final game where the player has to destroy an underground mutated tomato (I know real tomatoes need sunlight to grow but I'm relying on the logic of the world I've created). Another fairly harmless floating enemy has been created for a different level. Disposing of that enemy is the challenging part because you  have to activate mini volcanoes and avoid lava to destroy it. 

I haven't decided on what this new enemy is. What seems to happen is that I have an idea, try to implement it, and as I program and test it, the creature or mechanic evolves into something that is usually more engaging.

I did consider changing the graphical style of the game but as I have already spent a lot of time modelling everything so far, I think I'll retain this look. It also helps sell the idea of the handcrafted look I want.

Weekly updates are my intention with this project but please be understanding if I skip a week occasionally.

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