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MelonWars by Jake Pearce

Take charge of your army and lead them to victory against the Pumpkins for the glory of Melonkind!

This is an early prototype, if there is enough interest I will be making it into a full game.

If you have any feedback to give, please take a few minutes to fill out my survey: https://docs.google.com/forms/d/e/1FAIpQLSdWXcHvR-zLNsvaFyEv0DDaFZ10_FcxFgQZefH-...

Published 4 days ago
StatusPrototype
PlatformsHTML5
AuthorJake Pearce
GenreStrategy
Made withUnity
TagsCartoon, Indie, melon, Physics, pumpkin, Real time strategy, War

Comments

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I think it has great potential, especially how well it runs in the browser. It's fun, and I really like the graphics—they are clean and nice. I have a few points of well-meaning criticism:

-The line formation didn't work for me. Z + left mouse button didn’t do anything. I have to say, I’m not sure if I like the controls that much. I want to order my units with the right mouse button, and right mouse button drag to form a line would feel intuitive to me. I know that this is now the camera movement and you dont want to use the middle mouse button, I guess because of browser?

-The gameplay sometimes feels a bit unforgiving or random. I didn’t want to replay the large city map because my units kept hitting the wall, while their RPGs easily took them out.

-I found the icons (and also the units) a bit difficult to distinguish in terms of which weapon they were wielding.

-I would like to know what further gameplay you have planned. I think, with these mechanics, defense missions would be great fun—or something like fighting for capture points.

All in all, well done! It's a nice demo!

Hello!
Thanks for playing, and I appreciate the constructive criticism you offered.

On the point about the line formation, I'd like to clarify if you mean:
A) that it wasn't actually functioning, i.e. you were doing as the tutorial said but you couldn't draw a line/get units to move into formation,
or
B) that it works as intended, but you didn't like the way it functioned or found it awkward to use?

If A is the case, then I need to work on the tutorial and how it's explained; however if B is the case then could you please say in what ways it feels off, and how you would expect it to function if you were picking up the game again for the first time?

In terms of the gameplay feeling unforgiving/random, I'm aware of the problem and am working on improving the overall balance. Also your point about UI clarity is pretty valid and I'll take it onboard.

If I make this into a full game, some other gamemodes I plan to include are:

-Wave based survival, defending a flag/location
-Escorting a VIP/flag to a given goal
-Prisoner escape, making your way out of a location with X units alive

Again, thank you for playing and taking the time to give your feedback!

I will be playing Hexlite when I get the chance :)









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