Hey !
I love this game bro , great idea! keep up...
I will be also happy if you rate my game : /jam/stop-killing-games-game-jam/rate/3724252
| Criteria | Rank | Score* | Raw Score |
| Graphics | #25 | 3.727 | 3.727 |
| Sound | #57 | 3.000 | 3.000 |
| Fun | #72 | 2.909 | 2.909 |
| Overall | #111 | 2.788 | 2.788 |
| Jam Authenticity | #113 | 3.273 | 3.273 |
| Theme relevance | #142 | 2.318 | 2.318 |
| End-of-life plan | #203 | 1.500 | 1.500 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Transparency note
The entire game was made during the Jam. Except for the songs, which are free and collected from YouTube Studio.
Hey !
I love this game bro , great idea! keep up...
I will be also happy if you rate my game : /jam/stop-killing-games-game-jam/rate/3724252
Really well made, I loved the graphics. My suggestion is to make it a bit harder, it is pretty simple to avoid bombs, maybe you can think about a new mechanic that would make it more challenging and fun to play!
Really loved the animations here, and the backstory too!
Eventually I started purposely clicking on the bombs to see what would happen, so adding in a little bit of variety as the game progresses might be nice.
I also had a hard time reading some of the text, personally.
Overall a really solid entry, good job!
Thank you so much for playing and for the thoughtful feedback! I'm really glad you enjoyed the animations and the backstory.
Adding more variety and surprises as the game progresses is something I'm definitely looking into. The fact that you wanted to click on them tells me there's room for some playful experimentation! And thanks for pointing out the text readability issue.
I really really like the art and soundtrack of this game! Reminds me a bit of fruit ninja obviously, as other commenters have pointed out. I played the game on mobile browser so it might just be a performance issue, but tapping the screen felt really unresponsive. Everything seemed to run at the right framerate and it registered every tap, but the watermelons hitboxes have to be super small or something. At the very least it felt like it, which felt bad. I suppose I could try tapping a bit below every watermelon to compensate for the fact that they're moving, but I feel that detracts from the fast paced whack-a-mole vibes
Thanks for commenting! The project really brings back memories of Fruit Ninja, doesn’t it? Hahaha
Indeed, there seems to be a limitation in the Godot 3.6 game engine when it comes to exporting to Web/HTML5. I tried applying the optimizations I know (avoiding variables in loops, reusing code, using object pool...), but performance on some devices — especially on the web — is disastrous; even my smartphone struggled to run the web version properly. I suggest trying it on another phone or even on your computer — the experience is different. Give it another chance.
It's worth noting that I briefly mentioned this in response to the first comment.
Cool game, it reminds me of fruit ninja from back in the day. I think I'd look to add more variety other than melons and bombs to keep it interesting for longer, but it was a fun challenge! I'm not sure what my score was though I forgot to write it down haha
Well spotted! That’s a great idea — I’ve noted it down for a future version of the project. Thanks for commenting!
Note: If you close and reopen the game, the score is lost. In the Godot Engine, there are a few ways to save data for Web/HTML5 so that it remains cached after the game is closed. I plan to implement that in a future update.
I managed to get 120k, but my hand started hurting haha. Really addictive yet simple.
The fact that the melons hat grey borders made it really difficult to distinguish once it's gotten faster, nice detail.
It would also be nice to punish the player if the click on the ground or completely miss the melons, to prevent people from spamming.
Cool! It's a tough one to achieve, given the chaos on the screen, hahaha. Yes, those edges would be something like the (simplified) reflection of the ground on the watermelon rind. I'm glad everyone who played noticed something in particular. I've jotted down the idea for a future version, thanks! ;)
Really Fun Game! chaotic but fun, maybe make it easier to lose though, felt like missing melons and hitting bombs should take away the same amount of life. Either way, beautiful pixel art and animations, and great audio, very polished experience!
If you have the time and are willing to check out my game, it would be greatly appreciated!
Well made game with lovely pixel graphics <3. I just wish there was a limit to how many melons you can miss so bombs aren't the only lose condition.
Thanks for your comment! Players can miss up to 60 watermelons and hit up to 6 bombs before the harvest is lost. Try playing again without clicking/tapping the watermelons. There's a button in the bottom-left corner of the screen that represents the player's life — it gets consumed when bombs explode and changes color as the watermelons rot.
Thanks for commenting!
I can highlight the pause button (by adding an outline and increasing its size), but I wouldn't want to clutter the screen — it could distract players.
There are two ways to lose in the game: by clicking on bombs (up to 6 times) or by letting watermelons (up to 60) rot. In fact, the pause button also reflects the number of lives — it's consumed by explosions and changes color according to the level of rotting.
Unfortunately, I didn’t have time to generate the .apk file to make it available for the jam. However, I managed to test it on my phone, and I can say the result turned out pretty interesting.
I like the artwork both in game and for the thumbnail. I played it on PC and it was quite fun, although I can definitely imagine that this would work best on a smartphone. I think the increase in difficulty was well done, and it went from slowly hitting melons to full on panic. However towards the end there it definitely got way too fast to realistically hit anything. And for some reason even after letting it go without doing anything for like 15 seconds, I did not die or the game didnt end. Also the text was a bit tough to read, I couldn't quite make out what the buttons were for at the beginning. But overall a good packaged idea. P.S.: I do also agree that in terms of theme, its a stretch with the Jam. But of course that's just my opinion.
Wow! Thanks for the feedback!
You're right — I do need to adjust the speed. At the highest difficulty (level 11), it's currently around 96.0 (a floating-point value), but I'm testing lower values between 64.0 and 80.0.
The text can be longer, but I'll probably need to reduce its screen time so it doesn't block visibility. As for the rotting mechanic, since the speed is very high, I have to "give" the player a lot of lives — They can miss up to 60 watermelons and hit up to 6 bombs before the harvest is lost.
About the theme, I think I either missed something or overthought it.
A cute game! I really enjoy the art especially, and the way that it ramps up quickly so it remains engaging. If I had any critisism it would be that I was unsure how to start playing initially but i would chalk that up to user error haha. Nice one :)
its fun but i dont really see the theme in the game. maybe its the rotting mechanic, but it doesn't seem like that makes you lose. the only way to lose it seems is to hit the bombs
Thanks for commenting! There are actually two ways to lose in the game: either by hitting bombs or by letting the crops rot — which symbolizes the lives of those who could have consumed them. The setting is a journey between two medieval villages. Merchant carts, loaded with watermelons, are ambushed by monsters, and chaos erupts: watermelons and bombs go flying. The player must act fast to collect as much as possible and score high — after all, the survival of many depends on it.
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