Resistance is Fruitile cover
Resistance is Fruitile screenshot
PC Mac Steam
Genre: Shooter, Indie, Arcade

Resistance is Fruitile

Big Fruity Update v1.666!

Hello all, Kevin here.

From the beginning of PhasePixel, I've been the artist, level designer/game planner, and (part) musician for Resistance is Fruitile, but going forward and for the foreseeable future, I will be taking on duties as the lead/sole dev of the game.

For the past few months, I've been learning a mix of both programming as well as expanding my knowledge of Unity features, and have been making some QoL / gameplay changes to RiF as I've become more able to do so on my own.

Today, I've decided that there's enough new content/changes that I feel ready to release a major update. I am, however, planning to release more updates in the future as I add more changes/improvements.

A (probably incomplete) summary of the changes:



Graphics, Music, and Sound:




  • I've majorly improved the enemy death explosions by making them look more like fruit chunks/giblets instead of dots/squares. Crystal turrets will shatter into shards, and grape enemies will literally lose their grapes. Bosses especially have gotten a big overhaul here and will erupt in a shower of fruit guts!

  • I've also changed all the enemy guns to look more sci-fi as opposed to traditional human weaponry, as I believe this is more in-line with the theme of the game.

  • Originally, RiF's levels were not actually made via Unity's built-in tilemap system, and instead I made them as single images in a tile-based pixel art software (shout out to Pyxeledit!). This was done simply due to my ignorance / we weren't sure how to implement the levels properly. I've recently spent some time learning more about Unity, and found out just how great the tilemap system can be. So, after tinkering with it for a while in a test project, I decided to convert all of the existing RiF levels to this system.

    So far, I've converted all of The Courtyard, The Library, and The Fruit Realm rooms (haven't converted the Royal Court yet as that floor is much more complicated), and in doing so also changed / improved most of the existing Courtyard rooms. Please note that you can now phase dash through (most of) the hedge bushes, and across 1-tile wide water. It's not perfect, but I will continue to tweak this / experiment with adding more dashable obstacles.

  • When your character is in super mode, they now have a flame aura effect, a la Dragon Ball.

  • Music-wise, I've improved / tweaked the instrumentation of the Library and Royal Court songs.

  • Finally, I've changed several enemy death and shot sounds for more variation, and added a Rage "ready" sound.


Power Cards and Balance:




  • I've increased the total number of Power Cards to 32 (from 28).

  • The backside of the cards have a new look that's less like poker playing cards and more like mystical power cards.

  • The "Power" bar is now called "Rage" and has a yellow color, which is more in-line with the theme of the game and also gives it a different naming scheme from the "Power" cards.

  • I've modified the colors of all the Power Cards to fit a consistent theme / color coding:
    red = health, pink = damage output, orange = super, yellow = rage, green = healing, blue = minerals/exp, purple = bullet effects, gray = Juicr9000, black = movement/dash

  • I finally realized far too long after release that the Bride's super was waaaaaaaay too OP with Bottomless Pit and Tough Nuts (I might have entered the wrong number here or there...) so I've tweaked the damage down and lowered the rate of fire to account for a few Power Card changes that I'll detail ahead.

I've reworked / separated several powers into multiple powers and added a few new ones:




  • Mineral Hoarder: minerals move towards you; the match-two makes enemies drop more minerals.

  • Vitamin C4: allows you to manually detonate the Juicr9000 by pressing the mine button again; the match-two makes the explosion MUCH bigger.

  • Rapid Fire: match-two now gives you the extra barrel perk that Tough Nuts used to give. Moving this off of Tough Nuts to Rapid Fire will provide more pathways to increase your damage output.

  • Tough Nuts: the match-two bonus gives you the two mines perk for now, but this might be a temporary placeholder until I change this to something more interesting / not related to the Juicr9000 once I'm capable of doing so.

  • Minefulness: changed to only grant increased sawblade rate of fire. The match-two makes the sawblade bigger and do more damage.

  • Selective Breeding: no longer makes your normal bullets bigger, but instead now makes only your super attack bigger, and also stronger. The match-two gives you increased super attack speed.

    I felt that having big normal bullets all the time created way too much noise / chaos on screen and it would become hard to see what you were doing, so it's now completely gone from the game. At the same time, I also felt that not having a power that buffs your super made the super feel way too weak in the later parts of the game if you weren't lucky enough to get Bottomless Pit's match-two, so this was a perfect change. Speaking of Bottomless Pit...

  • Bottomless Pit: perhaps the biggest perk change, I've toned down the match-two bonus so that it only grants you base power card abilities to your super, and no longer their corresponding match-two bonuses.

    The updated Selective Breeding can power buff the super to compensate for the nerf, which I think feels better since you can get it more easily. It was just a bit tooooo crazy when you had the piercing split bullet along with bouncing, dash burst, and range extension.

    Also, as a final addition, when you obtain the match-two bonuses for Tough Nuts and Bottomless Pit, and combine it with Selective Breeding, you will unleash the long fabled RED super bullet!


That's most, if not everything I've changed/added so far. I have vague plans to continue improving the game as I see fit, and the extent of this will depend on how much I'm able to learn, and how much of the existing code I'm able to understand to then change.

And ps, the game runs perfectly on the Steam Deck!

Merry Christmas!!

Kevin

Resistance is Fruitile Major Update 1.4!

Hello all!

We've just released Resistance is Fruitile version 1.4!

There are several major changes/additions in this update:

- Floor 4 has received a major overhaul, with a new look and brand new levels

- New enemies: pear (replaces green banana), plum (replaces black grapes), pomegranate, and durian

- New fruit bowl graphics and enemy spawns to go with them: lemon, grapefruit, and watermelon

- Numerous difficulty / dialog / minor graphical tweaks

Thanks!

PhasePixel

Upcoming Content Update and Discord Channel

Hello all,

We're currently working on a new content update that we're planning to release on or before this Halloween!

Additionally, in case you weren't aware, we have PhasePixel Discord channel where we also post announcements and provide sneak previews for new content updates!

You can join here:
https://discord.gg/n3z3Utn

Thank you!

Kevin

Reistance is Fruitile Update v1.3.2

Hello all!

We've just released a minor update that adds small visual improvements, namely cards that have been matched now show a gold border, and the card description screen has been improved. We've also added a few new sound effects.

Enjoy!

- PhasePixel

Resistance is Fruitile Content Update v1.3.1

Hello everyone!

We've just released Resistance is Fruitile version 1.3.1!

This update amps up difficulty through the addition of several new turret enemies that are scattered throughout the game. Without getting into too many details, you'll find them in the Library and onward...

The game now also tracks your high scores. For single player, it's your single highest score run. For two player, it's the highest score of either player.

The mineturret is now called the "Juicr9000" and shoots spinning blades that can ricochet and pierce through enemies.

We've also made minor graphical tweaks/improvements throughout the game, as well as a few minor bug fixes.

Last but definitely not least, Michael Hugman has contributed a new guitar solo to "Fly Me to Kadath"!

Cheers!

- PhasePixel

Resistance is Fruitile Valentine's Day 2021 Major Update!

Hey everyone,

We've just released our recently announced Resistance is Fruitile 2021 Valentine's Day update (v1.3)! Here's a brief rundown of what new things you'll find:

- Lots of new rooms!

- Visuals and music have been improved!

- Every level up now allows you to do a Reveal Card before an Awaken, so you're not stuck with your first card choice, and there's a greater emphasis on the memory aspect of matching two cards

- Crystals (now called Minerals) are a much bigger focus of the gameplay, with various enemies dropping different amounts and types of minerals

- General gameplay balances/tweaks!

This is the first and likely largest of a series of updates we'll be releasing this year, so if you've got ideas or feedback, let us know and we'll try our best to add them in a future update!

Cheers!

- Kevin & Matt

Resistance is Fruitile 2021 Major Update Announcement

Hello all!

We hope all of you guys managed to make it through 2020 relatively unscathed. Thanks to the Itch Racial Justice and Equality bundle that we took part in mid last year, we now have a hugely larger potential audience than ever.

Because of that, we're kicking off 2021 by working on a new major update to Resistance is Fruitile. In brief, we'll be adding a lot more levels, more crystal drops, graphical improvements, and more emphasis on scoring. We'll also be adjusting gameplay flow/balance to accommodate these new additions.

This certainly isn't everything we have in the works, so we'll be revealing more details very soon!

Thanks again for your support, and we hope you have a great 2021!

- Kevin & Matt

2019 Halloween Update 1.1

Hello all!

We are proud to bring to you a brand new version of your favourite fruit squashing game. We have been working on this update for a while now, and planned to release it for Halloween.

Heres the update notes!

  • New Steam page artwork
  • New pumpkin enemy
  • New cherry enemy
  • UI changes
  • Mini tutorials
  • Balancing tweaks
  • New rooms
  • Weapon rotation around player


Happy fruit squashing!!!
PhasePixel

Content Update In The Works!

Hey Fruit Shooters!

We're working hard on a major update for this years Halloween Sale!!!


Expect something to make the game more diffucult, as well as tutorials for those who find the controls a bit hard to get used to. We have more planned, so stay tuned!

Something Spooky... Hmm... What could that mean?

Happy fruit squashing,


Wishlist our game and follow us on our social accounts!
Facebook
Twitter

Patch 1.0.2 is now live

We've now pushed two updates since launch last week, patch 1.0.1 and 1.0.2.

The major updates from these patches:

  • More intuitive control setup for controller
  • Leveling and difficulty ramp up - the opening floor or two felt harder than the final floors, so this has been adjusted.
  • Various bug fixes


For full details, check the patch notes in the Community Hub:
https://steamcommunity.com/app/1052080/discussions/0/1643170269584459102/

Feel free to leave any feedback in the community hub as we are keeping an eye there as we continue to improve the game.

Thanks!