Fruitloose by caeonosphere

This little guy just can't get enough fruit! Rearrange the walls of the maze to keep him away as long as you can, but know this: he will have his lunch! Levels are randomly generated.
Click walls to select them, then click arrows on the ground to move. You can move a wall past others, but you can't squeeze it between two!

I took it pretty easy this time! Instead of adding tons of mechanics, I focused on the one and let it carry me to the finish line. It may be a little too lightweight for some folks! I wish I'd had time to handcraft some levels, and to be a little choosier about the music. Apologies for the lack of an HTML5 version — I just couldn't get it to be okay with all that grass.

Done in Unity/C#, plus Photoshop, Illustrator, Blender, FL Studio, and Audacity. SFX from my mouth and a pepper mill. Fonts are Aleo by Alessio Laiso and Katahdin Round by Tyler Finck. Check out my other projects here!
Ratings
| Overall | 87th | 3.878⭐ | 39🧑⚖️ |
| Fun | 68th | 3.932⭐ | 39🧑⚖️ |
| Innovation | 75th | 3.919⭐ | 39🧑⚖️ |
| Theme | 214th | 3.806⭐ | 38🧑⚖️ |
| Graphics | 77th | 4.122⭐ | 39🧑⚖️ |
| Audio | 128th | 3.649⭐ | 39🧑⚖️ |
| Mood | 117th | 3.689⭐ | 39🧑⚖️ |
| Given | 44🗳️ | 54🗨️ |
Things I loved about the game:
- Very pretty aesthetic. Cute character
- Music was good
- Intricate gameplay. Lots of variety for solving the puzzles.
- The name is very cute (Fruitloose)
A few tweaks I would maybe make to it:
- Although the music is good, it doesn't quite fit the atmosphere the game has going for it
- Instructions/controls aren't clear at the beginning. It took me a few levels to figure out how the door sliding works with the auto-movement of the character, and at first it was jarring when the character started to move a bunch more spaces (until I figured out that the # of spaces increases after each move)
- I don't really see how it fits the theme
- How dare you not include more levels for me to play :laughing:
Really great job!
As for including more levels... for better or worse, they're randomly generated! It's different every time you play.
Wow, I can't believe I didn't notice that it was randomly generated...I'll have to go back again and play it some more now that I know that!
I do really like that you can only move one wall between each movement of your character. There's a lot of potential for engaging puzzles in this design if you find the time to custom-tailor some levels. Art and sound fit nicely and have a very playful feel. A very solid compo entry, for sure. Well done.
Music is relaxing and character sound is cute.
This game must be a mobile game :wink:
I also initially paved a path to the fruit that was as short as possible! Reversing this intuitive goal is a fun twist! Super cute noises! I liked the camera animations between levels, and the clean, polished graphics, and fitting audio in general! I think it fits the theme pretty well.
To make the game more puzzly, I might've enjoyed a higher number of moves to beat to advance to the next level. As-is, I just barely scraped by :D

Once I understood the real objective, the game made a lot more sense :sweat_smile:.
Solid entry, graphics are amazing and the concept is smart. Good job!
On the critical side, it took me reading the instructions on the LD page to figure out what to do, and I think the wall art didn't match up to the rest of the it. Overall though great job!
I got 84 on the first level. Is that good?
I found it a little frustrating in places because the only worthwhile move would have been to close off the fruit entirely, but that wasn't allowed. Perhaps if you were allowed to rotate walls as well it would make more options possible without being forced to take a totally useless move.
Other than that, it's a cool concept. Nice work.
@zachsbutt Glowin' walls was on my to-do list! Bah! I just never find time for little UI things like that. Ludum Dare should be 49 hours...
@dan-livings 120's a new high score! Yeah, I would have liked a little more flexibility in how you're allowed to move the walls. If I were to remake this, there would definitely be more options.
It would've been nice to have some feedback when you mouse over a wall that shows you where it can move instead of having to click on them. It's a small change but it gets rid of the feeling of unresponsiveness when you click a wall that can't be moved and nothing happens.

Whoops... we tried a little too hard at your game I think :p
Great game and a lot of fun! :D
Great realisation too.
I managed to score 100 on the last level, by making the little guy goind around in circle around the map several time. It felt really good.
This game undoubtedly needs a post-jam version.
Par made me think golf, and in golf the lower your score the better, so I was trying to go for the easiest path which was almost always the default path so I was a little confused in that regard.
Very fun puzzle game :D
It was a lot of fun figuring out how to get the hungry turnip to turn back down to go the long way over and over. I liked how each turn it moved just a little further each time, which meant that you couldn't use the same moves forever, that it was inevitable that it'll get there.

I thought I did well, but now I see the reviews above, and see I did only somewhat well. B-)

I didn't realize that I could only move one wall at a time, so I was confused at first. Once I realized the turn was "Choose one wall to move, then confirm placement", it made more sense.
Well done!