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You embarked on a quest to find the most delicious, mouth-watering fruit in the world. Your quest has come to an end as you have located the lost woods where the fruit of legend resides. However, you are met with a perilous danger in the secret forest clearing! A dark force has conjured up five dopplegangers who will stop at no cost to annihilate you once and for all and steal from you the fruits of your labor.

You must survive your dopplegangers for one minute while gathering as many fruity fruit as you possibly can!

Fruity Frenzy!...
-is an arcade-style mini-game that can be beaten in one minute.
-is meant to be played multiple times, shooting for a higher score each time.
-will test your wit, patience, and manual dexterity.
-is a great game to compete against your friend for the high score!
-is a great way to kill some time.

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I made Fruity Frenzy! during this past March, while I attempted to show how RPG Maker worked to some friends. To demonstrate how to make a small game, I asked one of my friends what kind of game I should make. His response was "Make a game where you are Kirby and you collect one fruit." This game is the result. It only took me about 2 hours to make but probably would not have taken as long as it did if I just realized to use terrain detection instead of hard coding some things. Oh well!
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Fruity Frenzy! is my submission for the first Release Something Weekend (May 4-5, 2013).
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  • Completed
  • Shoobinator
  • RPG Tsukuru 2003
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  • 05/05/2013 07:59 PM
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dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2750
I played this and it was a neat little minigame.

I found that 99% of the time I had to wait around and lure the enemies away as they all tend to cluster in the middle. I understand that that's part of the strategy but it also at times made the game somewhat slower-paced.

Alternatively you could have fewer doppelgangers that follow you and more that follow fixed-paths, or maybe when one touches you you have to mash enter to escape (and lose 1-2 fruits or something?).

Still, this was pretty fun. I played it several times and only actually let the timer run down once with a score of 20.
Thanks! I wanted to keep things pretty simple for this, and while I could have added more features like the ones you offered, I thought the game played pretty fun already and left it as is.
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2750
Agreed, for a 1-minute game it is already pretty fun. Simple works well.
Cute game. I must have jumped five feet the first time I made it to the end and the doppelgangers started to blow up.
author=Deividdo
Cute game. I must have jumped five feet the first time I made it to the end and the doppelgangers started to blow up.


hahaha :)
Indra
YOU ARE BEING TOO AGGRO
10791
Um………what am could I possibly say about this, really? XD
You’re a Kirby ripoff collecting…M imprinted tomatoes…?
There isn’t much to it really, I’m not specially skillful at these games so the 2-3 times I played I got poked by the clones and died.
…Nice work? I mean, there were no great bugs or anything else I can say, so…XD
Ratty524
The 524 is for 524 Stone Crabs
13391
author=Indra
Um………what am could I possibly say about this, really? XD
You’re a Kirby ripoff collecting…M imprinted tomatoes…?
There isn’t much to it really, I’m not specially skillful at these games so the 2-3 times I played I got poked by the clones and died.
…Nice work? I mean, there were no great bugs or anything else I can say, so…XD

Maximum Tomatoes are a common powerup in the kirby games.

I'm kind of on the same page, though. It definitely works as a simplistic game. However, there really isn't any replay value to this, and fighting against RM's wacky chase AI isn't that fun because they have an unusual mix of predictability and unpredictability, and as dragon heart stated, having to lure them away from tomatoes slowed down the pacing of a game that's suppose to be fast-paced. It kind of is what it is, though.

I say if you ever decide to make another chasing game like this, take a look at Pacman. It's an obvious example, I know, but that game does the whole "run from things and collect macguffins" concept really well. The key was in the AI programming of the ghosts. The creator knew that the game would be boring if all ghosts behaved in the same way and followed pacman directly behind him, so each ghost were given specific movement patterns to provide a greater challenge to players. If you took a similar process, I think your game would have been a lot more interesting and strategic.
author=Ratty524
author=Indra
Um………what am could I possibly say about this, really? XD
You’re a Kirby ripoff collecting…M imprinted tomatoes…?
There isn’t much to it really, I’m not specially skillful at these games so the 2-3 times I played I got poked by the clones and died.
…Nice work? I mean, there were no great bugs or anything else I can say, so…XD
MaximTomatoes are a common powerup in the kirby games.

I'm kind of on the same page, though. It definitely works as a simplistic game. However, there really isn't any replay value to this, and fighting against RM's wacky chase AI isn't that fun because they have an unusual mix of predictability and unpredictability, and as dragon heart stated, having to lure them away from tomatoes slowed down the pacing of a game that's suppose to be fast-paced. It kind of is what it is, though.

I say if you ever decide to make another chasing game like this, take a look at Pacman. It's an obvious example, I know, but that game does the whole "run from things and collect macguffins" concept really well. The key was in the AI programming of the ghosts. The creator knew that the game would be boring if all ghosts behaved in the same way and followed pacman directly behind him, so each ghost were given specific movement patterns to provide a greater challenge to players. If you took a similar process, I think your game would have been a lot more interesting and strategic.

Yeah, solid ideas. I know there wasn't a whole lot to this, but if I were going to add a bunch of unique concepts for this type of game, I'd probably do it in another language or program other than RM2k3. But it's interesting how the ghosts move around the maze; I always figured that they each move differently, but I never realized each of their roles.

Thanks for taking a look at this everyone!
Pages: 1