Fruits Survivors

Complete Fruits Survivors 2

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Project is completed.

Bloodbane

Well-known member
I've made this game in a week for Brackeys Game Jam whose theme is : An end is a new beginning.

I've wanted to create another metroidvania for the jam but decided to create something new (at least for me) which is a game inspired by Vampire Survivors. The result is this game : Fruits Survivors.

The resulted game isn't 100% stable but the base is there and the theme is implemented well so it should be enough.

I'm updating this game to implement features that didn't made it in.

Enjoy this game!
 
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@Bloodbane: Can I suggest you to keep exactly the same gameplay, that is to say in shooting on 8 directions in 2.5D and to propose a mode of levels generated randomly like in Binding of Isaac?
It can be amazing if you could come up with a game base like this :)
 
can we make character to have abilities like dodge or jump?

Well, that would require drawing more sprites. Hmmm... the easiest way is to create dodge activated with press of a key. The sprite is just shade of idle sprite.
shooting is too slow so we die fast :/ .

Too slow? ow, I thought it's too fast already.

to propose a mode of levels generated randomly like in Binding of Isaac?

Oh that game. The randomly generated levels might require extra work in design but I know how to do the basic.
 
I tried the latest update and here's what I think:
- I like the progress bar and the way we change the fruit once one of them is dead ;)
- A bounding box would look better in my opinion than a mouse pointer :)
- What is the difference between faster shots and quicker shoot?
- Some of them should drop health item
- A hall of fame could save highest time

Bug? :
- We can't exit by the pause menu
 
- What is the difference between faster shots and quicker shoot?

I couldn't find good yet short word for higher shooting rate, that's what the latter is supposed to mean. The former means the shot will fly faster.

- A bounding box would look better in my opinion than a mouse pointer
I chose pointer cause it's faster to create and more flexible in case card's size is changed in the future.

- Some of them should drop health item

Ah right, I am thinking whether I should do that or give HP regeneration or both.

- We can't exit by the pause menu
Have you tried moving down to change selection?
 
The randomly generated levels might require extra work in design but I know how to do the basic.
I can draw some walls and doors with that fake Zelda top view if you want. The NES dungeons of Legend of Zelda are a perfect base to have this perspective :
8371.png

I couldn't find good yet short word for higher shooting rate
What do you think about rate up? :)
Have you tried moving down to change selection?
Yes, it may be because I am using the basic commands and not the saved ones. Here is a video of it:
Solved by using Attack button, Start button return to the game screen, sorry for that ^^'
 
Start button return to the game screen, sorry for that ^^'

No worries, I've just figured out that the method to exit in default way is using Start instead of Attack. I'm going to change it to that.

What do you think about rate up?

Hmmm.... I'll try that.

I can draw some walls and doors with that fake Zelda top view if you want.

Interesting, can you draw some which fits this game?
 
Dear Bloodbane, see my attempt to make plant walls (Edit: Added exterior walls to make rooms a bit more diverse :) ) :
FxoIw0m.png

As you are using video mode 2 (640X480) and 2 colors per element, I tried to lock in on it by using 2 different colors each time. The advantage is that you can easily edit or delete any element from the colors that belong to it.

I then took pieces of plants (which you can use if you wish for the decor of your game) that I tried to assemble into a 96X96 pixel wall (I might have been able to add a few tufts of grass at the level of the walls, you will tell me ;) ).

The good point with a top view à la Zelda is that you can very quickly identify each entrance and exit of the map.
The downside is that a view like this is unrealistic and impossible for the human eye :).

I hope you like the result and don't hesitate to come back to me if you need anything else. We all win by helping each other ;)
 
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Thanks for the walls 😀

I've posted banarang shots before:
Banarangs.png

With banarang shot in, why not bring more fruit shots in?
Semangka shots

Semangka.png

Ramboban bombs
Ramboban.png

And of course, upgrade cards for them:
Extra shots.png

The game is shaping up well with these new updates, but the balance is kinda off so I'm going to balance the game in the next couple days.
 
@Bloodbane : These new shots are excellent ;) .
Here are some suggestions for the rest of your game:
- All shots could be made from pips, pits and other types of fruits
- Enemies could be pests, like caterpillar worms, butterflies, wasps...
- Bosses could be mole mouse type rodents; birds like a sparrow, hen...
Good luck with your game progress :)
 
Thanks for the suggestions

Enemies could be pests, like caterpillar worms, butterflies, wasps...

That reminds me that a friend thought that the current enemies are insects but I never thought them as insects. But that gave me idea to create enemy based on insect:
Gixods.png

Bosses could be mole mouse type rodents; birds like a sparrow, hen...

Hmmm.... those enemies could be huge. A hen.... :unsure: , that might work ;)
 
I've added a new mode which is inspired by Beckon the Hellspawn

In that game, staying inside beacon circle will activate beacon summoning more enemies and increase difficulty.

In my game, these big eyed crystals work like that beacons. If touched, they will produce crystals and summon more enemies. If not touched, they will disappear on their own.
Big Crystals.png
Simply put, they are risk and reward system.

As usual, I've created new enemies with different AI:
New Enemies.png

I also create new card to fill health to full:
Full HP Card.png

After some playtests, the new mode is more fun with risk and reward system apparently. Still, I'd still provide the original mode for variation.
I'm balancing this new mode and contemplating if I should create special palette for enemies spawned from the big crystals.
 
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