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watermelon_kingdom

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Watermelon Kingdom is a game about anti-manipulation and spiritual redemption. It centers on two dogs and uses two contrasting worlds to mirror the struggle between authenticity and control.

Character Contrast

Iron, the Mechanical Dog

Once a real dog, he was captured and transformed into a cold mechanical pet. Players will watch his mask gradually crack and fall off, witnessing his journey back to his true self.

Tongtong, the Real Puppy

A genuine puppy torn between forced control and holding onto her identity, Tongtong falls into depression. Through gentle, non-directive companionship, players help her heal and rediscover her true spirit.

World Contrast

Watermelon Kingdom

A vivid, dreamlike world filled with warmth and wonder — a paradise like a whimsical theme park with watermelon slides, seesaws, and gentle sunlight. Here, Tongtong can walk upright, read, drink tea, speak, and think like a person. She is accompanied by her guardian Xinjiang, where truth and freedom belong.

Digital Pet Training Camp

A cold, futuristic, technological facility where all pets are turned into perfect, obedient machines. Every day is identical, filled with rigid training and total conformity.

Story Introduction

When Xinjiang disappears from Watermelon Kingdom, Tongtong is taken to the Digital Pet Training Camp by Iron and descends into deep depression.

Players must accompany and comfort Tongtong to help her recover. Along the way, they will also witness Iron’s gradual transformation. In the end, players will escort both Tongtong and Iron back to Watermelon Kingdom, where they are finally reunited with Xinjiang.

The story unfolds through a dual-scene narrative:

The Digital Pet Training Camp serves as the main gameplay interface, while fragments of Watermelon Kingdom appear as warm memories. By contrasting the bright, genuine beauty of Watermelon Kingdom with the cold, rigid control of the Digital Camp, players will deeply feel Tongtong’s pain and depression, and be moved to help her.

Game Purpose

This game is for anyone who wears a perfect mask in life.

It speaks to those who feel manipulated, trapped in depression, and convinced something is wrong with them.

Its goal is to help people rediscover their true selves and reclaim their lost confidence.

Currently, we are tackling a core design challenge: how to translate the concept of 'Non-directive Companionship' into game mechanics that are both engaging and perceptible. It's a fascinating puzzle, and we'd love for you to share any games or ideas in the comments that you think might inspire us!

Hello, I’m the creator of Watermelon Kingdom. I’m launching an ambitious narrative game project — one that is not about combat or victory, but about loneliness, alienation, and the philosophy of doing nothing.

1. Core Concept: A Split Reality & Contrasting Worlds

This is not a game that teaches you how to “heal” a pet.

It presents a world split in two:

Camera A: The Watermelon Kingdom

A hand-drawn, warm utopia of memory, full of “unreasonable beauty” and gentle meaninglessness.

Camera B: The Digital Training Camp

A cold, efficient cybernetic facility designed to erase individuality and enforce obedience.

Two central characters form a cruel, haunting contrast:

Tongtong

A “failed” digital puppy. Unable to be disciplined, she clings to the meaningless joys of the Watermelon Kingdom — such as sitting quietly and doing nothing. This has led her into existential depression.

Atie

Once a real dog, now a perfect mechanical dog. A top graduate of the camp, he represents absolute obedience and efficiency.

Yet his deepest desire is to return to being an imperfect, living dog.

2. Player Role: A Non-Directive Witness

You are not a healer. You are a witness.

The core gameplay is non-directive companionship:

no quest logs, no “click here to heal” buttons.

Your choices are silent presence, unguided stillness, or simply adjusting the light.

We explore:

When inaction becomes meaningful interaction — can healing still happen?

3. Who I’m Looking For

This project will be human-made for all final assets.

AI may be used for early concept exploration only,

but all finished art, writing, and code will be created by real people.

① Concept / Visual Artist (Top Priority)

You must deeply understand and visually express the extreme contrast between:

- warm, hand-drawn comfort

- cold, cybernetic sterility

Style references:

emotional weight of GRIS, narrative composition of What Remains of Edith Finch.

Your art will define the soul of both worlds.

② Ren'Py Developer / Narrative Tech Partner

I need someone to help build cinematic scene transitions, layered dialogue trees, and emotional tension within stillness in Ren'Py.

Together we will answer:

How do you code depression?

How do you make inaction feel like a choice that matters?

4. Important Terms & How to Join

This is a passion project.

I cannot offer upfront payment, but I promise transparent, fair revenue sharing if the project earns income of any kind.

Our goal is to create something heartfelt and thought-provoking.

If you feel drawn to this imperfect world:

Send me an email at:

watermelonkingdom@163.com

(Although it is a 163.com mailbox, I check it daily — this is our reliable bridge for now.)

Email subject:

[Watermelon Kingdom] – [Your role: Artist / Developer]

In your message:

Tell me what resonated with you about “depression in digital life” or “non-directive healing”.

Please include your portfolio or relevant work links.

Let us begin, like the player in our story, with a sincere gaze.

I look forward to building this lonely, gentle world with you.

Hello, I’m the creator of Watermelon Kingdom. I’m launching an ambitious narrative game project — one that is not about combat or victory, but about loneliness, alienation, and the philosophy of doing nothing.

1. Core Concept: A Split Reality & Contrasting Worlds

This is not a game that teaches you how to “heal” a pet.

It presents a world split in two:

Camera A: The Watermelon Kingdom

A hand-drawn, warm utopia of memory, full of “unreasonable beauty” and gentle meaninglessness.

Camera B: The Digital Training Camp

A cold, efficient cybernetic facility designed to erase individuality and enforce obedience.

Two central characters form a cruel, haunting contrast:

Tongtong

A “failed” digital puppy. Unable to be disciplined, she clings to the meaningless joys of the Watermelon Kingdom — such as sitting quietly and doing nothing. This has led her into existential depression.

Atie

Once a real dog, now a perfect mechanical dog. A top graduate of the camp, he represents absolute obedience and efficiency.

Yet his deepest desire is to return to being an imperfect, living dog.

2. Player Role: A Non-Directive Witness

You are not a healer. You are a witness.

The core gameplay is non-directive companionship:

no quest logs, no “click here to heal” buttons.

Your choices are silent presence, unguided stillness, or simply adjusting the light.

We explore:

When inaction becomes meaningful interaction — can healing still happ

3. Who I’m Looking For

① Concept / Visual Artist (Top Priority)

You must deeply understand and visually express the extreme contrast between:

- warm, hand-drawn comfort

- cold, cybernetic sterility

Style references:

emotional weight of GRIS, narrative composition of What Remains of Edith Finch.

Your art will define the soul of both worlds.

② Ren'Py Developer / Narrative Tech Partner

I need someone to help build cinematic scene transitions, layered dialogue trees, and emotional tension within stillness in Ren'Py.

Together we will answer:

How do you code depression?

How do you make inaction feel like a choice that matters?

4. Important Terms & How to Join

This is a passion project.

I cannot offer upfront payment, but I promise transparent, fair revenue sharing if the project earns income of any kind.

Our goal is to create something heartfelt and thought-provoking.

If you feel drawn to this imperfect world:

Send me an email at:

watermelonkingdom@163.com

(Although it is a 163.com mailbox, I check it daily — this is our reliable bridge for now.)

Email subject:

[Watermelon Kingdom] – [Your role: Artist / Developer]

In your message:

Tell me what resonated with you about “depression in digital life” or “non-directive healing”.

Let us begin, like the player in our story, with a sincere gaze.

I look forward to building this lonely, gentle world with you.