Melon Smasher V1.2 Beyond the Limit Development Logs


Melon Smasher: Beyond the Limit is an updated version of Melon Smasher: Don’t Murder Square Cat. This update keeps the simplicity of the action(smashing by pressing any button) in the original game, and develops other systems to push this game beyond its limit. The goal of this update is to deepen the playability of this game and create potentials for its future. 

In the first week I implemented Universal Render Pipeline into the project and created a 2D lighting system. I also refined the combo system and made it more controllable and exciting for the player. Now smashing double, triple, or more melons in one mash will active a bonus buff. During the buff single smash will count as two(x2) or more combos. A missing melon during the buff will not end combo but end the buff. Also hitting the ground with the smasher will blow up the melons around. Players can utilize this mechanic to create double or tripe smash and have more possibility space in this game(not limit to only smash when melons come). I also added some sound and light effect when the cat passing the smasher, so letting cat passing becomes more rewardable for players. With these systems players can reach a higher combo number, and I optimized the control of higher speed, so they will not limit by the bad control and can enjoy the speed and reach higher combos. I also added a life system to clear the fail condition of this game. Now player will lose when they kill four cats.

In the second week I utilized the advantages of URP 2D lighting system and created a power off level. I added a level switcher based on the amount of juice in the container, so the container became a more useful element. When the container is filled up by the player, it switches the game to another level. Currently there are only two levels in the game(normal & power out), but with the switcher mechanics I can add more in the future. In power out level, the main light source of the factory is broken. The scene becomes very dark and there are only few light source light. Player can smash on the ground to lit up the light for a second. There are also glowing melons and glowing cats. Smashing the glowing melons will creating some light source. The player have to consider the light as a resources and look at every melon more closer to make sure it is not a cat. I also created glowing(basically with an unlit shader) bloods and particles to make this scene looks cool. 

In the third week, I developed Melon Waves, a new mechanics in the game. When the player reaches certain combos, there will be a wave of melons and the smasher is replaced by a  electric saw. Player can hold button and the saw will be active and destroy everything collides to it. There are also some cats in the melon wave to make it more challenging. Missing a melon during the game will not stop the combos, and killing a cat will stop the wave.

With these new systems implemented, I want make this game more exciting and push its limit further. This game still has a lot of potentials that I can work on in the future. For example,  I want to add an iceberg level with melons and cats in ice that you need an extra hit to break the ice, and an outer space level that melons and cats will be floating. Hope this game can go further in the future.

Files

Melon_Smaher_v1.2.zip 12 MB
Nov 13, 2021
Melon Smasher v1.2(For Windows).zip 29 MB
Nov 13, 2021
Melon Smasher v1.2(For MacOS).app.zip 39 MB
Nov 13, 2021

Get Melon Smasher V1.2: Beyond the Limit

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