It’s out! Go and download it here:
Here’s the trailer!
Learn about what’s in the update here. Have fun and tell your friends!
It’s out! Go and download it here:
Here’s the trailer!
Learn about what’s in the update here. Have fun and tell your friends!
The Frutorious ‘Off-World’ update is out!
We’re all really excited about releasing this because we’ve added a whole load of content, put in lots of feedback we’ve had from our lovely players, added social features and fixed a few little bugs here and there.
Here’s a comprehensive run-down of everything we’ve crammed into the Off-World Pack
One evening Mr Fruts was out looking for mushrooms with his best friend Frutorious F.I.G. Suddenly, an ALIEN SPACE SHIP appeared and Mr Fruts was sucked aboard. Those ghastly Aliens had come all the way from our game ‘Shepherd: Mars Needs Sheep!’ to steal all the fruits in Frutland!
Mr Fruts and everyone from Frutland were transported through space and time and across infinite dimensions ending up an awfully long way from home.
‘Don’t worry, Mr Fruts!’ said Frutorious F.I.G. ’I got a rocket in my pocket!’
And off they went collecting all the fruits while trying to get back to Frutland…
There’s a brand new 36 ‘Off-World’ levels for you to play in the update. They are set over four different dimensions that the Aliens have transported you to. Some are very weird, some are very strange but they’re all very FRUITY!
You’ll also encounter a new gameplay feature – the WORM HOLE! This circular tunnel in space-time will suck you in and then spit you out somewhere else in the level and leads to some very funky puzzles to solve.
A warm, dank and dark dimension filled with enormous mushrooms and giant wooden statues. Things here are quite easy and fun, and help you to start to get your head around the wormholes
When Mr Fruts was dropped into this telepathic dimension, it used his emotional energies to fashion plasma into the form of a place where Mr Fruts feels most happy: Frutland.
Next, F.I.G drops Mr Fruts off somewhere very hot and very confusing: a dimension where wool watches you; Peyote Dimension. Things are really starting to get tricky now with cunning levels in distinctly trippy surroundings
This is a childish sketchy world full of streaks of colour and wormholes… along with the trickiest, most mind-bending Frutorious puzzles ever conceived!
Each dimension also has its own music, so there’s four new tunes encompassing funk, techno, trip-hop ad electropop.
As well as 36 brand new levels, the worm holes and the Aliens from Shepherd: Mars Needs Sheep, there’s some brand new social features!
You can now brag to your friends on Twitter or Facebook when you get a new Hi-Score on Frutorious Pro, and you can publish your progress in the main game on your favourite social media timeline too. What’s more, every time you make a tweet or a post, Frutorious F.I.G. will give you some play-coins which you can spend on power-ups in the game!
Everyone asked for it… so we made it happen! You can now play Frutorious Pro using either the retro art or the hand-made art.
We’ve also added an extra 5 seconds to the clock to give beginners more of a chance to get into the awesomeness that is Frutorious Pro. It still provides the same challenge to the battle hardened Frutorious Pro players but we hope this will open up the score boards to some new contenders too.
We’ve also written a new tune for Frutorious Pro which we think suits the vibe better.
We’ve made lots of tweaks to make the game more accessible, stable and fun.
So, we had a great time at the TIGA 2012 awards. We didn’t win anything, but then we only entered two categories. It was absolutely hilarious seeing our game on the big screen along side all those other whopping titles, a memory which we’ll never forget.
It was a fantastic evening and we met loads of awesome, awesome people. The Stick Sports Ltd. team were ace, we got to chat to Gary Penn from Denki about TV detectives, and nice man from Edge magazine said he’d heard of our game! Hooray!
We know what you’re all wanting to know though… what was the food like?
Starter was celeriac with a pear and bits of blue cheese. It was quite nice.
Main was chicken with some potato. Lovely chicken, nice gravy. Charlie was particularly happy with the gravy.
Pudding was a really nice apple pie with a bit of ice cream, which is just what Barry fancied so he was happy too.
So even though we didn’t win, it was fun. We managed to flood the twitter feed at one point by orchestrating all our friends to simultaneously tweet about Frutorious. We also liberally scattered some fliers about encouraging game journos to support our tiny team and silly game. A few of them found their way onto the front of Future publishing but we have only the wine to blame for that.
Here’s a video of our evening’s highlights…
Other highlights included getting Bad Hotel’s nomination video soundtrack stuck in our heads (it was a spoof of M.E.T.H.O.D. Maaaaaaan but with B.A.D. H.O.T… Elllll.)
Also chatting to a lovely guy called George who made the lovely, zoney Cubes for iOS who offered to help us get our heads around Unity
Next stop – losing the BAFTAS!
FRUTORIOUS FREE FOR A BIT!
It’s the TIGA 2012 awards tonight in Bath and we can’t flippin’ wait! To celebrate, we’re making Frutorious FREE for a limited time, so tell all your chums they can GRAB IT for GRATIS before 5th of November! C’mon, let’s see if we can break that elusive top 100
Here’s the AppStore link https://itunes.apple.com/us/app/frutorious/id524952395?mt=8
In the mean time, we’re also busy beavering away on levels for the update! One of the new things that’ll be in the update are BLACK HOLES! Making levels with these are super good fun, and we’ve been banging them out on our lunch breaks at work and in the evenings. Here’s a little video that’ll do a better job at explaining what they are like than I could in words…
THE BIG AWARDS QUESTION!
So all that’s left to do now is sit and wait to find out the answer to the question on everyone’s lips… What food they doin’ at the meal? Charlie will be hungry after the long drive and I know what he’s like – he’ll want a bit of gravy. Personally, I’m in the mood for a bit of ice cream!
Whatever is for dinner we know we’ll have a great evening. Still hasn’t sunk in that we’re going! We’re in categories with some really professional and amazingly popular titles, so for a game made by 3 guys with day jobs which has only had a handful of downloads this is a proper immeasurably massive whopping great big deal
GO DOWNLOAD FRUTORIOUS!
So yeah! Please go share this, tell your palz and family, tell all your internet-chums and that woman you say hello to with the dog. Impress hipster friends by introducing them to it, believe me, they wouldn’t have heard of it!
Here’s that link again…
We’re all totally pumped to have a good time at the TIGA 2012 awards. What’s super cool about it is that it will be the first time the team has actually met in person since the project started back in March. Barry Island and Charlie haven’t seen each other for the best part of six years!
We’ve also never been to anything like an awards ceremony. It’s gonna be a totally awesome reunion and party for us. We’ve also got ChetMega from Townhouse Records and his entourage coming along to enjoy the event along with some other VIP guests who’ve supported Frutorious all the way from the beginning.
Another cosmic thing is we think we’re the smallest team up for a TIGA award with only three dudes! It would be a total underdog victory if we won anything, but we think we’ve really captured in our game the run away independent spirit of videogames in both casual and audio design and hope that gets recognition
We’re pumped. We’ve got Friday off. We’ve got our T-Shirts ready…
We’ve got our nomination announcement trailer ready…
We’ll be rockin the awards ceremony and representing at the after show. If you’re there too come along and say hi! Stop and have a drink! Pop out for a fag! Chat about games and music with us! We’re pretty awesome dudes, we’ll be the ones wearing Frutorious T-Shirts
See you there!
It is with great delight and chests full of pride that we announce that Frutorious has been officially chosen as a finalist in two categories of the TIGA 2012 awards!
The categories we’re in have some fantastic games and excellent examples of the best of British work, so being alongside them and having our game recognised by industry peers is really really cool. Proper job!
Here’s the groups…
SCE London Studio – DanceStar™ Party
Aardman Digital and Turner Broadcasting – Dino Donkey Dash: The Amazing World of Gumball
Reflections a Ubisoft studio – Just Dance 4
Infinite State Games – Frutorious
NaturalMotion Games – CSR Racing
First Touch Games Ltd – Score! Classic Goals
Lionhead, Microsoft Studios – Fable: The Journey
Infinite State Games – Frutorious
thechineseroom – Dear Esther
Fireproof Games – The Room
Reflections a Ubisoft Studio – Driver San Francisco
JohnnyTwoShoes – Prevail
We just wanted to thank everyone who voted for us. You guys are all fantastic and we’re so grateful for your help in getting Frutorious and our tiny team nominated. Without you guys playing our game, helping us and sharing our updates and taking the time to vote, we wouldn’t have got here. It’d just have been me and Charlie voting and that would have been a sorry state of affairs.
Whatever happens at the awards, this is super exciting! We’ll be sure to let you know how we get on… in the mean time though, we’ll be cracking on with the update for you all
So – Frutorious has now been out on the AppStore for a month. The question is, how is it doing? How close are we to getting that campervan?
The answer is – sadly, not many people have noticed it. Here’s a graph of our downloads since launch…
The first few days were great – our pre-launch advertising definitely seemed to have worked. Our first full day on the AppStore saw us shift 262 copies of the game, then slowly, the numbers started to exponentially plummet. We are now getting under 10 downloads a day. At the moment of writing this, we have had 1021 customers download Frutorious.
Not an awful lot of downloads for a free game, especially one that’s good!
In-App purchases have seen 17 people purchase the Frutorious Key (which unlocks all the levels and Frutorious Pro on Freeplay). The second biggest source of IAP revenue has come from buying the coin packs – we have had 8 people download our coin packs.
What you’ll no doubt be noticing is that these aren’t massive numbers. Not very big at all. We put our target for the games revenue to be roughly the same as a campervan. Having earned $37.29 in a month, we can say that if this trend continues, we’ll meet our target in 16 years.
To us it seems odd that a game that has had almost exclusively five star reviews and a good reception in the games community can shift so few units, but it’s a tough market out there.
Here’s some possible mistakes we’ve made…
We’ve spent nothing on advertising. Possibly naively, we assumed that with the ‘Making Of’ video, lampooning the making of genre, would get us some interest and win over hearts and minds. We assumed that sending press releases out and offering exclusives to online magazines would garner some interest, but so far it has largely been ignored. We have had only one review online, which was positively glowing - but we can’t for the life of us work out why no-where else has looked at it!
We’ve turned down offers of business development from industry bods. Suggestions of setting up Kickstarters and that. It’s worth noting that the whole point of us making this game for ourselves was to avoid all contact with ‘The Man’. As we’ve previously discussed, we’ve found that there’s plenty of people willing to proclaim they know how to make your iPhone game sell. They probably went on a seminar about it. Perhaps we should have entered into that world a little more – instead of thinking if a game is good enough people will eventually hear about it?
We made Frutorious free on launch. Has this depreciated the perceived quality of the product? We often think about the fate that befell Llamasoft’s seminal shooter ‘Space Giraffe’ – released at a mere 400MS points and reportedly not coming up to financial expectations, would it have done better at a higher price?
So what are our plans? How are we going to try and reverse this trend of unimpressive download figures?
Well, we’ve an update currently under way. It contains a few minor bug fixes (we shipped pretty clean), 36 new levels, a whole new world with different enemies and audio, social features (such as tweeting your Frutorious Pro high score) and a new icon (which we hope will make the App more eye-catching). There’s an exciting new gameplay ‘toy’ in the update which will bring an element of bizarre physics wonderfulness familiar to fans of ‘Portal’ which we know will delight fans of our game and gaming in general. More on that later though.
We’re being very active on social media. We can attest to the idea that it’s more important to be interested than to be interesting. By interacting more with fellow developers and our players we’ve got much support both moral and creatively. We have listened to all the feedback we’ve had for improvement ideas and will be implementing so many of them in the update, it is bound to have a positive effect on the game.
Controversially (to some), we’re also making Frutorious cost 69p/99c now. We have decided that our initial idea of launching Free to Play would only have been profitable if we had a very large player base. Lack of visibility of our product means that that ain’t happening in a hurry.
Luckily, plenty of people who’ve downloaded the game have told us they would have been happy to pay for it. People cite the quality of the art and sound, depth and challenge of game play and massive overall charm as reasons why Frutorious was ‘too good to be free‘. Making it ‘paid’ also means that we can reduce the price at a later date, hopefully taking advantage of websites who track price reductions in apps.
So on the whole then, not too bad, not too good. We’ve definitely succeeded in making a good game that people like. That was what we thought the hard part was. The rest seems like it could be a slow war of attrition – especially when the AppStore is currently promoting plucky young underdogs such as these in their New Games section …
We were recently quoted in an article over at NotEnoughShaders.com where our CEO said…
the incentive to do iOS is ease of access to the market, but the drawback is visibility. We would like to see Nintendo’s digital distribution focus on quality-based visibility metric instead of quantity.
With Frutorious, we nailed the quality (as far as a 2 man team can do!) we just need the visibility now. Let’s see what happens in the coming months – and as always, we’ll be sure to keep you guys in the picture!
If you haven’t downloaded and played Frutorious already, here’s the AppStore link http://itunes.apple.com/us/app/frutorious/id524952395?mt=8
We’re happy being the quirky AppStore cult hit that no one has heard of, but we’re still holding out the hope that the campervan might come sooner than in 16 years time…
UPDATE! You can help us out by voting for us to be shortlisted for a TIGA award! Read all about it here. We’re in the ‘Casual’ and ‘Audio Design’ category
Now Frutorious is out and people are having fun with it, we thought we’d give you some PRO-TIPS to help you become SUPER-PLAYERS!
Don’t forget to use your after touch! The swipey left and right thing that moves Mr Fruts in the air. It’s well tricky if you don’t try and use a bit of after touch.
We guarantee it’s possible to complete any level without using power ups, but they’re something you should try. Tricky FRUT coins? Try the sticky Mr Fruts. Fiendish fruits? Get the large fruit attraction. Baddies and blocks galore? Lethal touch should help.
Yeah it’s hard. Really hard. If it wasn’t so hard and brutal it wouldn’t be so terribly addictive! Take comfort in knowing that you soon get better and better. Playing the main game helps get the skills down, and also acts as a nice relaxing wind-down after a particularly frustrating game.
The key to PRO-STATUS is to launch Mr Fruts again as soon as possible after he lands. You gotta go reeeeeeaaally fast. Don’t try and get all the fruit, that’d be madness!
Use after-touch to compensate for hasty launches. Time will be tight at first but when you start hitting barrels you’ll start to rack up a nice (and necessary) time safety net.
We’ll post some more PRO-TIPS soon! In the mean time, thanks for downloading our game and we hope you’re having fun
Hey! Psst! Wanna get your name in the credits for Frutorious in our first update?
Become a Frutorious Super Chum!
All you have to do is print off this poster, stick it somewhere awesome, legal and public (a shop window for instance), take a photo of you next to it… and send it to us! Alternatively, share this on Facebook or Twitter and let us know.
Anyone who does it will be credited in our first update to Frutorious in the credits as a Frutorious SUPER CHUM!
Download the poster here :)
iTunes link to download Frutorious: http://itunes.apple.com/us/app/frutorious/id524952395?mt=8