Watermelon Rush! by Cole and Jordan Studios
IF YOU ARE PLAYING ON WEB-PLAYER:
Colors and materials look worse than in the original .exe
It will tend to trap your mouse when moving around and this can be a pain. This is a limitation of the WebGL player I believe.

Watermelons? NO. These are NOT WATERMELONS. But, we can probably still harvest them anyway. Give it a shot. I believe in you.
REMEMBER to use scroll wheel to zoom! The game has been re-balanced since the Jam, but there are no new features EXCEPT F to fast forward
I think I need to mention too that the expensive spinny tower is best used somewhat late in the game, and it's purpose is to do group-damage. You will need to put it somewhere where it can get a lot of coverage in it's radius.
All 2D assets are generated with Craiyon and Stable Diffusion, plus some work I did to make them seamless, make input textures, make normal maps, etc.
| Link | https://gamejolt.com/games/Watermelonrush/778082 |
| Original URL | https://ldjam.com/events/ludum-dare/52/watermelon-rush |
Ratings
| Overall | 606th | 3.19⭐ | 23🧑⚖️ |
| Fun | 510th | 3.19⭐ | 23🧑⚖️ |
| Innovation | 457th | 3.214⭐ | 23🧑⚖️ |
| Theme | 703th | 3.071⭐ | 23🧑⚖️ |
| Graphics | 557th | 3.262⭐ | 23🧑⚖️ |
| Humor | 410th | 2.875⭐ | 22🧑⚖️ |
| Mood | 748th | 2.667⭐ | 23🧑⚖️ |
| Given | 13🗳️ | 17🗨️ |
I also used navmesh for navigation so I wonder if there's a way to draw the path using what the navmesh decides on.
And sell price is the same as buying. Usually sell is discounted in TDs.
Well, I have my fun. Game is ok, but there is just not so much to do and curve of difficulty is broken, but you already know that. The best part is randomly generated grass, it is a huge tactical thing, very innovative for TDs, but most people play jam games only once and won't even notice.
The game looks good and plays well, some audio would've been great.
I would've liked to have the tower selection around the cursor instead of in the corner, it was a bit tedious to move there every time.
Liked the chopper, was a god send late game. With the number of big melons I found myself using them to replace some of the sprinklers when I could afford it. Perhaps it could be cheaper, though it is pretty powerful if you find a good spot for it (on the corner of your path, for example)
Only two suggestions:
1.) Zoomed out the tile highlight for where you're building is kinda faint and can be a bit hard to see zoomed out. I think it could be a touch brighter.
2.) I'm assuming this is an exploit. But if you have a one tile wide path to the exit, you can place a turret in front of a melon. Doing so, the melon will be knocked to the previous tile and sit there and take free damage while it (I assume) recalcs the path the exit. I wonder if you could maintain a list of tiles that block the exit and prevent any placement in those spots to fix the exploit? Haven't worked with navmesh much so you probably have a better idea than I do.
Was fun trying to build an optimized path and pop some melons! Once again, nice work! :D
You're probably aware that you can cheese the AI pretty hard, e.g. you can build a tower that blocks the path, and the tower will disappear (with the "you can't block the exit" message) but for a brief 0.5 seconds the melons stop moving. So you can stall out indefinitely this way if you are fast enough.
Great game!
I'm looking forward to the new balancing, because I don't feel like the game is winnable right now. Every watermelon you "harvest" earns you $10, but every tower costs $100. You're lucky if a tower can kill 5 watermelon on its own, so really, you're looking at a net loss for every tower you place. Is there a strategy that you found to work?