// Physics puzzle · Solo project · Released 2023

Watermelon Game

A casual physics puzzle game: drop and combine matching fruits to score points and beat your high score, includes a multiplayer PvP mode.

RoleSolo developer: design, programming, release
EngineUnity, C#
PlatformsSteam, Microsoft Store, itch.io
ReceptionVery Positive (91%), 1,000+ reviews

Origin

When Suika Game took off on the Nintendo Switch, I wanted to play it but didn't own a Switch. Steam had no alternative at the time, and the mobile versions were cluttered with ads. So I decided to build my own version, and also add my own ideas to it.

Core loop

There are 10 fruits, each a different size. The player drops fruits into a container, and when two identical fruits touch, they merge into the next, slightly bigger fruit. This continues up to the watermelon. When two watermelons merge, they disappear and free up space in the container.

Every drop is a small physics puzzle: where will it roll, what will it push, and will it set off a merge?

Core loop: one drop
Next fruit appearspreview of the following fruit
Use a skill?costs points, +10% per use
Yes
Power Shot · +1 Up · Destroy
No
Normal drop
Fruit landsphysics settle
Same fruits touch?
Yes
Merge into next fruitchains trigger combo counter
Earn points2 watermelons clear space
No
Stack grows
Above the danger line?
Yes
5-second countdownclear the line or game over
No
Keep playing
↺ Next drop

Key design decisions

I kept the core idea but changed several things to make runs longer, fairer and more strategic:

Multiplayer

In PvP, all the single-player rules apply, but each merge also fills a meter. When it's full, the player can drop a stone fruit into the opponent's container. Stone fruits can't be destroyed or merged and act as a permanent obstacle, which turns a calm puzzle into a direct duel.

Challenges & lessons learned

1. The art update that players rejected

I drew the original sprites myself in Paint, so they looked like "programmer art". I later bought professional art assets and released a visual update, and the review score dropped by about 5 percentage points. Most players preferred the old look, so I reverted it.

Lesson: first impressions set expectations. Players had chosen the game for its mechanics and its simple, recognizable style, which also made it stand out among more polished-looking alternatives. The new art wasn't the game they had signed up for, even if it looked "better".

2. Grindy achievements

I designed the achievements as something players would unlock naturally over a long time. But many Steam players care a lot about achievements, and some skip games whose achievements look too grindy. I couldn't remove them afterwards, because some players had already earned them and removing them would be unfair to those players. Some reviews still mention them today.

Lesson: achievements are part of a game's design and its store presentation, not just a bonus. For my next games I will plan them from the start, with the audience in mind.

Player feedback

Player reviews directly shaped the game: I reverted the art update as soon as the negative reviews came in, and the response to the achievements changed how I design progression and rewards. The game holds a Very Positive rating (91%) across more than 1,000 Steam reviews.

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