Play game
Fruit Massacre's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #483 | 4.137 | 4.137 |
Overall | #724 | 3.753 | 3.753 |
Enjoyment | #1047 | 3.437 | 3.437 |
Creativity | #1170 | 3.686 | 3.686 |
Ranked from 373 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
It's "Fruit Ninja", but you are the one throwing the fruits.
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
Leave a comment
Log in with itch.io to leave a comment.
Comments
It's a funny concept that fit in the theme, the art is what really stand out
Simple concept, great execution. It was easy to understand, and I really enjoyed the graphics and music -- a great homage to Fruit Ninja.
I had some trouble figuring out whether the different fruits have different throwing speeds or whether the further you threw it the faster it went. After testing it out, it seems as if the latter is the case; perhaps having the throwing line change colour could have helped indicate that?
I also wonder if a more consistent throwing speed would have helped with getting hits? Though the fast throws are useful for getting last-minute fruit into the slash. So perhaps a left-click normal throw, right click fast throw system would have been nice? So that you can throw far but slow or near but fast as well?
Anyway, great job on this.
Really well poslished and overall love the gameplay idea and how it was reversed. great stuff
So good!
Nice concept, It would be nice if there was a timer and score during the game. Because at one point I thought I am going to throw these fruit forever 😅
Hi Dicode! Thank you for playing! 😁
Maybe you played it at a resolution not fitting your monitor, the timer is on the top right of the screen while the score is on the top left.
If you keep having this problem can you give us the resolution of your screen so that we can fix that in a possible future update?
Thank you in advance!! 👋
I had resolution issues in browser where I could not see the fruit or scoreboard at first. The game was quite confusing before you have access to those haha! Luckily I full screened and was then able to play. Maybe these reports are just viewing on the browser and that is why they aren't seeing things?
I liked the twist on the original game, it was presented really well.
This was pretty alright. I feel like it was hard to get into a good flow throwing fruit into the air.
I wonder if making the slashes longer & semi-parabolic (defined with bezier curves?) like the ballistic trajectories of the fruit would give a better & more natural margin for error. Collision of shapes against bezier curves takes a bit of doing to puzzle out, but it might be worth proving it out here.
All that said, it was a fun lil toy & the art was really a high point here, so kudos to the illustrator(s) who worked on it!
Hi BugBiteSquared, thank you for playing! 😁
I'm curious about what you said but I'm not certain I have understood it correctly 🤔
What you say is that you find the "HitBoxes" too small? How do you imagine the shape of the hitbox/es is/are? By your response we can understand how are the hitboxes perceived and maybe tweak them.
Thanks in advance! 👋
Hi!
I was saying you could define the fruit with circle or box collision (AABB?) shapes & then the slashes with bezier curves & find a way to check the collision between the slashes & fruit.
Longer slashes with longer hitboxes could be an idea too since they may actually line up with your fruit trajectories, which can have sections that are less curvy. So, you'd be aiming to have the slashes hit the fruits when they're *not* at their peak height, but when they're moving fastest before & after that. I'm just thinking there'd be more overlap that way, so collision checks would hopefully be a bit more forgiving without being *too* forgiving.
Sorry if this is unclear. Just suggesting some ideas. They might not work that well in practice. I hope this helps a bit!
Hi, these are the hitboxes:
So I guess the hitboxes are not perceived correctly....🤔 we'll look into that! Thanks for your "perception data" they'll be very useful to find a possible issue!
To thank you I'll tell you a secret: in the last 0.4 seconds if a fruit is exiting the collider the slash will execute instantly instead of waiting for the default time, this is a Forgiveness Mechanics we added that really influences the gameplay without being noticed.😉
Love it fantastic idea and flawless execution great game
Nice concept!
Very nice! I raelly liked the sounds :)
Game is not startig for me only. gets stuck in somewhere waited for 10 mintues for game to start but didnt.
Noooo!! What Operating System are you using? We had no time to test it for Mac and Linux so we don't know how the response is.
If that's the case we are sorry for this 😥, and thanks for the feedback we'll fix it in a future update if the occasion occures.
This is a very fun twist on the idea! I like how easy to understand it is, and it is also definitely a different kind of playstyle from the original fruit ninja. I love the methodical aspect of timing the fruit at the slice
When I realized I could create combos by throwing more fruit I understood the game!
This was a fantastic response to the prompt! You took the theme literally, and made a really fun game out of it. Nicely done.
Very creative interpretation of the theme - very cool trying to get 2 fruit cut at once by arching it up
Super polished experienced and really well executed. Would have maybe loved for a slightly harder/faster mode but great fun!
copycat ...
copycat ...
Love the concept! And the art and music is fantastic! Simple design but super clean execution!