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Fruit Cat Drop

  • 2d
  • puzzle
  • suika
  • physics
  • merge
  • arcade
  • mobile
  • cozy
0
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6 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Fruit Cat Drop yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Fruit Cat Drop was built by Oleg Sidorkin with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Fruit Cat Drop opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Fruit Cat Drop

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Recreate a portrait-friendly 2D canvas game titled "Fruit Cat Drop": a cozy Suika-style physics puzzle where the player drops smiling fruit into a clear rectangular container and merges matching fruit into larger fruit.

Use a full-screen responsive canvas with a warm illustrated room background: a cream-to-beige vertical gradient, a slightly darker wooden floor across the lower portion with subtle diagonal plank lines, and a small pale blue window at the upper left. Center the play area as a tall, rounded-rectangle glass container with a translucent very pale blue interior, thick blue-teal rounded border, a narrow bright highlight strip along the left inside edge, and a darker floor/shadow line. The container should resize for mobile and desktop while leaving room for the HUD and bottom progression bar. Add a red/pink dashed horizontal danger line near the top inside the container. The game ends when settled fruit rises above this line, once the container has more than five fruits.

The player controls a horizontal aim position near the top of the container. Show the current fruit hovering above the container at the aim position, with a vertical gray dashed guide line extending down into the container and a small instruction label above it. Pointer/touch: tapping or clicking aims at that horizontal location and immediately drops the current fruit; dragging/moving while held adjusts the aim. Keyboard: Left/Right arrows or A/D move the aim; Space, Enter, or Down drops. R restarts. Prevent dropping again for roughly 0.42 seconds after each drop. Keep the aim clamped so the full fruit remains inside the container.

Implement simple circle physics: fruits fall under gravity, bounce weakly from the floor and side walls, have slight horizontal motion and rotation, collide with one another, separate overlapping circles, and settle into a pile. When two identical fruit types touch, merge them into the next type (except the final type), removing both and spawning the larger fruit between them with an upward impulse. Award the next fruit's score, with chain bonuses for merges occurring within about 1.2 seconds; show a temporary floating orange "CHAIN x2!" or higher popup for multi-merge chains. Emit a burst of small colored square particles and a brief screen shake on merges. The fruit sequence has ten levels, from smallest to largest, with these approximate base radii/colors: Cherry (20, pink-red), Berry (26, periwinkle purple), Grape (33, mauve purple), Lime (41, light green), Orange (50, orange), Apple (60, red), Peach (71, pale coral), Melon (84, green), Pumpkin (98, orange), Watermelon (115, bright green). Scale all radii with the responsive layout. Each fruit is a glossy shaded circle with a soft shadow, dark smiling face, rosy cheeks on larger fruits, and a small green leaf/stem on larger fruits; add pumpkin segment lines and watermelon rind-like curved stripes to their respective fruits. Small fruits use simple dot eyes, while larger fruits use rounded rectangular eyes and a curved smile.

At the top HUD, show a white translucent rounded SCORE card on the left with the current numeric score, and a matching HIGH card near the upper right with a trophy icon and persisted high score. Beside it show a white rounded NEXT preview card containing the next fruit rendered smaller, the label NEXT, and a small sound status such as TAP ♪ or ♪ ON. Use a weighted random spawn bag favoring the first few fruits (two each of Cherry, Berry, Grape, Lime, and one Orange equivalent) for the current piece and next preview. Along the bottom, show a wide translucent white rounded panel labeled "FRUIT MERGE PATH" with a horizontal line and ten tiny face-fruit icons in progression order from Cherry through Watermelon.

Place two large green cheering cat mascots outside the container around its lower-middle area, one on each side. They are simple outlined green cats with pointed ears, pale muzzle/belly, dark eyes, pink cheeks, smiling mouths, raised curved arms, and soft shadows. The left mascot says "Merge!" and the right says "Meow!"; they gently bob, and bounce upward more strongly after a merge. Keep them partially outside the play container so they frame it without blocking gameplay.

On game over, darken the whole screen with a translucent brown overlay and show a centered cream rounded dialog with a golden outline, the title "Fruit Spill!", the current Score and High values, and a green rounded "Tap to Restart" button. Tapping/clicking or pressing Space/Enter restarts; R also restarts at any time. Persist the high score in local storage.

Include friendly sound behavior tied to the original interactions: the first pointer/key interaction unlocks/resumes WebAudio and plays a short unlock chime, drops have a two-tone plop, merges have ascending tones, chain merges have a short jingle, game over has a low losing tone, clicks have a small beep, and larger merges can trigger a cat meow. Optionally attempt looping upbeat cozy puzzle music titled "Purrfect Puzzle Party" with a synthesized melody fallback if external music is unavailable. Keep the visual style soft, rounded, cheerful, pastel, and hand-illustrated, with no 3D perspective.

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