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Mr. Tomatos is an interactive single-player game where the player must respond to increasingly difficult demands from a talking tomato. The setting takes place in a static room with a counter, where food and items appear for player use. The tomato gives instructions using a mechanical voice and reacts to the player’s choices with a visible anger meter. The objective is to complete multiple rounds without letting the tomato become too angry, which would end the game abruptly.
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Mr. Tomatos is an interactive single-player game where the player must respond to increasingly difficult demands from a talking tomato. The setting takes place in a static room with a counter, where food and items appear for player use. The tomato gives instructions using a mechanical voice and reacts to the player’s choices with a visible anger meter. The objective is to complete multiple rounds without letting the tomato become too angry, which would end the game abruptly.
Each round introduces new variables. In early stages, food is visible and easy to select, but later rounds add obscured items, mystery bags, and randomized obstacles. Some food must be blended before use, while others require guessing based on unclear visual cues. The tomato reacts negatively to wrong choices, and each mistake increases the anger level. Reaching ten anger points results in a forced game over, while lower levels unlock alternate outcomes depending on decisions made during play.
Points earned by completing tasks can be used in the in-game shop. Players need to think ahead, since items play a key role in later rounds. For example, a flashlight can reveal food in dark rooms, and scissors can open mystery bags. Candy can reduce the tomato’s anger, while tools like a sound normalizer make distorted voice commands easier to understand.
Key shop items and their functions:
· Scissors: Open mystery food bags
· Flashlight: Used in darkened scenes
· Candy: Lowers anger slightly
· Sound Normalizer: Decodes distorted voice instructions
· Keycard: Unlocks special options at game end
If players manage to complete the full set of rounds with different levels of anger, they receive different endings. A lower anger score leads to more interactive final scenes, such as the option to fight or poison the tomato. Reaching full anger results in an instant loss. Using the knife item in a specific situation also opens a distinct ending not available otherwise. The game’s logic is based on input combinations and whether or not specific tools were purchased in time.
In some cases, players can unlock a console that appears at the end. This interface allows commands that alter the game’s outcome, such as resetting the session or triggering alternate events. If the player has a keycard, they may access a hidden scenario involving system corruption or a glitch-based finale. These endings rely on specific prior choices and are only accessible through careful management of resources and gameplay behavior.
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