|★ FRUITY JELLY ★ By Scorsoft||Post Reply|
|Jan 22 2013, 6:38pm Anchor|
I would like to introduce Fruity Jelly, an action/puzzle game available for free on iPhone and iPad.
Here's the official trailer:
Control Jelly, only survivor from his village. Tilt and rotate the
• Universal application for iPhone and iPad
• 60 levels and more to come!
• Touch gestures to break boxes, move the cubes and more!
• Tons of secretes and mysteries...will you find all the stars?
• 2 ways to play, accelerometer or touch? You choose!
• Regular updates with new levels and new jellies!
• New checkpoints to give you a more enjoyable adventure.
• New worlds to explore and new gameplay features!
Scorsoft Official Website:
Fruity Jelly sur iTunes:
|Feb 15 2013, 5:54pm Anchor|
But what about all us opensource android lovers :-(.
We are still in need of some extra people to join the team. The most urgent of which is an animator.
We have created a new post recently with more up to date information on the project and what we have created so far:
|Feb 20 2013, 10:47pm Anchor|
Neat little game with quite a bit of charm, particular with the music. Few things I'd like to critique if you don't mind
With a game like this where the general aesthetic seems to be simplicity, both in terms of it's context (artstyle, music etc.) and gameplay, I think particular on a mobile device, it all comes down to making the experience as streamlined and as fast as possible.
Take a look at Angry Birds. The game makes it easy to just pick up, play a couple of levels, and then quit. This is one of it's strengths. The whole game is built around the player having a short bursts of interaction. In regards to your title, I definitely think it would benefit from having a few things cut out, as well as optimized particularly in terms of loading times.
For example, when you pick up a star, perhaps just show the graphic in the top right hand corner of the screen without taking control away from the player. The instructions/tutorials at the beginning of the levels are also a bit haphazard. Try and think of a more subtle way you could teach the mechanics to the player without resorting to text.
theweirdn8 One of the owners of PawByte
|Feb 26 2013, 8:58am Anchor|
Dude epic art. What did you use to develop this game?
Short and simple
Niteshade 3D Artist / Mobile game dev
|Feb 28 2013, 5:24pm Anchor|
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