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★ FRUITY JELLY ★ By Scorsoft (Forums : Development Banter : ★ FRUITY JELLY ★ By Scorsoft ) Locked
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Jan 22 2013, 6:38pm Anchor
Hello everyone, :)

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
levels in order to eat all the fruits and to reach the exit!

• 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

Epic trailer.

But what about all us opensource android lovers :-(.


Update: 2011-06-04

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 :P

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 and aspiring Technical Artist
Feb 28 2013, 5:24pm Anchor

My hat is off to you - the game looks great!

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