Hi!Waste Tomato by Asahi
Our game Hi!Waste Tomato is about harvesting tomatoes in the stirct environmental disaster after the nuclear war. You need to manipulate a robot called Reaper Mk1 to protect the tomatoes from being destroyed by poisonous objects and use the power of wind to transport the tomatoes to the finish point. It is a pixel art style puzzle game with an old-fashioned CRT filter and it is really coollllll!Welcome to play our game and share it with your friends.
Warning!!Wasteland is full of Garbage, including our level design. We don't have enough time to test or guarantee every level is comfortable to play. Please feel free to leave reviews of our game.

We have about 40 levels and 1 hour game time for you to enjoy. They are combined by : - movable obstacles - Slippery ice - Deadly radiation
Enjoy exploring the solution of the levels and have fun!






How to Play
This game is inspired by Sokaban, but you can't move tomatoes directly. The cycle winds from left, right, Up and Down will below tomatoes to the direction. You need to use the robot's body to stop tomatoes in the key position, and take them to the finish point step by step. While the tomato stops at the finish point, the drone will take it home. When you collect the same number of tomatoes as the finish points, you will win. Meanwhile, if the number of tomatoes still left at the level less then the number of finish points, you lose. Each finish point can only be used once. In the upper left corner of the screen, the direction of the blowing wind for the next few times will be given for you to plan your move.
How to Control
- Use WASD to move the Robot
- The Robot can't move through tomatoes, plastic boxes, walls……
- When the wind starts blowing, Robot land and can stop tomatoes
- Buttons that stick out from the edge of the screen have many functions
- Explore the functions of each button for free, You can use it to skip the interval between gusts of wind, or do something else
- We mapped the keys on the keyboard for some buttons, They will be displayed when your mouse covered over it
Good luck and have fun!
If you find any bugs or you have any opinions/comments( no matter good or bad ) on our game , you can contact us through linzhaoqian@bingyan.net, or comment below.
About our team
We are a team from HUST, Wuhan, Hubei, China.
@hamster5295负责了程序主要部分的开发。
@Bowen负责了玩法、关卡、文案设计,和部分音频制作与程序开发。
@MAXLIN负责了玩法、关卡、文案设计,美术素材的收集与绘制。
@asahi 负责了玩法、关卡设计,关卡搭建和测试
@cinno 负责了音效素材的收集和制作,以及AI声音的混响。
| Link | https://gitee.com/Hamster5295/ld1 |
| Link | https://bingyan.itch.io/hiwaste-tomato |
| Original URL | https://ldjam.com/events/ludum-dare/52/hiwaste-tomato-is-published-can-you-pass-the-last-level |
Ratings
| Overall | 270th | 3.688⭐ | 58🧑⚖️ |
| Fun | 444th | 3.313⭐ | 58🧑⚖️ |
| Innovation | 141th | 3.736⭐ | 57🧑⚖️ |
| Theme | 445th | 3.652⭐ | 58🧑⚖️ |
| Graphics | 225th | 4⭐ | 58🧑⚖️ |
| Audio | 272th | 3.427⭐ | 57🧑⚖️ |
| Humor | 329th | 3.104⭐ | 55🧑⚖️ |
| Mood | 210th | 3.769⭐ | 56🧑⚖️ |
| Given | 103🗳️ | 109🗨️ |
The game seems a bit slow when I want to play faster.
When i play it,i just want to solve the geometry question,so when I wait for the wind to end, it feels like a long time.
Maybe I'm too anxious:)
immersive gaming experience, the mechanics were straightforward and easy to understand , giving a good learning curve, a good twist to the sokoban puzzle, overall I enjoyed playing! congratulations! keep it up!
另外欢迎互评~😘
另外欢迎互评~😘
A couple things on audio (since that's my specialty):
The electrical hum ambience should loop seamlessly if the sound wave starts and ends at a zero-crossing and a volume slider for that effect would also be nice to have. Also, the "GLaDOS" quotes loop indefinitely most of the time, which can be distracting when trying to solve the puzzles.
With that said, however, I did love hearing them there; and those types of things are often a treat for me when playing these types of games. Always a delight to hear what else the writers have to say!
The seam between the electrical hum is caused by my carelessness and will be fixed up soon. :joy:
The electrical hum belongs to "music" audio bus(I'm not sure what an audio bus exactly is, as I'm not acquainted with that field, but it's what my Godot game engine shows to me), and the volume slider can be found in the settings(You can find it in the main menu). We'll consider adding a slider specially for the humming sound.
The "GLaDOS" quotes were intended to create an wasteland-like atmosphere, but obviously there's a bug, making the quotes to loop. Sorry for that, and we'll fix it up soon! :)
You can think of an audio bus as a literal bus if you'd like which carries audio from a source to its destination
The Godot engine should have a "Master" audio bus, which is the standard name for what finally gets sent to your speakers. We like to create names for things like "Music" or "Effects" or whatever to help us. If you specify something as "Music" you'll probably want to only put music through that so you can affect music independently from other buses that may carry things like your effects. And all these buses end up routing to "Master" in the end.
Games take a whole lot, and it can be very hard to deeply study everything, so totally understandable that you're not acquainted with the one field; but I hope that helps a little :slight_smile:
In our game I've done the similar things(Creating audio buses named "Music" and "Effect" and assigning them to different AudioStreamPlayers, with the help of the Godot Documention) and that worked well!
I've fixed the bugs and will have the latest version uploaded.
Thanks again for your advice! :D
Nice job :)
Overall is a nice entry with a special mention for the GUI :raised_hands:
I thought I had finished the entire game, but I had only done the tutorial! Definitely going to be coming back to play more of this.
Great atmosphere, and having the GLaDOS style narration was a cute touch!
Not insurmountable, but as it is it doesn't seem to mesh with the narratvie
At the beginning I envisioned making a survival-building game where the wind brings resources, and you collect it by doing the same things. In that way, you may not only just stand in somewhere, but also need to build something or do something else. This way you can do much more. But to complete it, we chose to make a puzzle game.
I've also thought a lot about ways to improve it over the last few days, maybe introduce "Round" to limit the distance a player can move or allows players to place Robot directly in the level as if they were playing chess... In conclusion, the direction is to reduce useless actions, to speed up the game, and to avoid randomly try.
Thank you for your comments! That's help a lot!