Melon Guardian
Select pieces and press ↑↓←→ to move, click the end turn bottom to end one’s turn.
Out of a game, you can change offensive/ defensive, human/ computer of each side. To explore game balance, you can set the starting point of each side.
Harvester moves toward the end of the row each time. Beasts move one grid each time.
Harvester's movement can stun beasts for one round. When the harvester is adjacent to a beast, the beast will be knock back.
Gain more melons than the beasts to win!
Out of a game, you can change offensive/ defensive, human/ computer of each side. To explore game balance, you can set the starting point of each side.
Harvester moves toward the end of the row each time. Beasts move one grid each time.
Harvester's movement can stun beasts for one round. When the harvester is adjacent to a beast, the beast will be knock back.
Gain more melons than the beasts to win!
Genres: strategy



Comments15
- Wasn't very clear on how to close the initial help screen text
- Select pieces was not clear on what that meant (e.g. select with what type of input)
- Would be nice to highlight the End Turn when nothing else is possible to be done on your turn
- Wasn't obvious that you needed to press End Turn twice to end a complete turn (aka you can move again)
- Unsure why it was required to use the mouse (just to select yourself?), possibly consider to use the selection via keyboard (unless i misunderstood how the game was played...)
- Took me a while to manage to set the game in CPU / AI mode (consider making this the default)
- Pretty cool that you could play hotseat with a friend
- Music was short but felt like it fitted the game well
Fun take on the theme overall and pretty cool to see Flash games being made still!
2. Thank you for allowing anonymous comments.
3. Game is simple but elegant, I think you should make it table-top with real figures. It may be very profitable, it is great in it's simplicity.
The graphics of this game used the image in a famous Chinese story: a boy raised a steel fork to drive away the badgers from the melon field. I tried to make the image more interesting, but it turns out to be a little noisy.
And thank the anonymous of caring about the comment progress! Your advice about table-top is enlightening. I actually quite like to design table-top games. We just discussed whether the table-top version should be delicate or simple (like those Print & Play games).
Everything seemed to work as intended, even though some features like the ability to set an AI or when to end turn were not super intuitive. I agree with most points from bradu.