Posts | ||
---|---|---|
★ FRUITY JELLY ★ By Scorsoft | Locked | |
Thread Options | ||
Jan 22 2013 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 • 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: Twitter: Facebook: Fruity Jelly sur iTunes: |
||
Feb 15 2013 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: GamerKnight |
||
Feb 20 2013 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. |
||
|
Feb 26 2013 Anchor | |
Dude epic art. What did you use to develop this game? -- Short and simple |
||
|
Feb 28 2013 Anchor | |
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.