Drop fruit into a box. Two of a kind become the next fruit up. Keep the pile below the line long enough and you reach the watermelon.
Every fruit you drop is a decision about where the pile goes next. Two of the same merge into the one above it, the stack settles, and the space you thought you had is gone. The whole game lives in that settle.
There is no timer and no failure state except the line at the top of the box. That makes it a game you can play badly for a long time, which is most of the appeal — the run that ends at cherry level and the run that ends one fruit short of watermelon feel entirely different.
The physics are tuned so the pile behaves the way it looks like it should. A merge that appears to cascade usually does.
What's in it
- Eleven fruit tiers from cherry to watermelon
- Physics tuned so a pile settles the way it looks like it should
- No timer — the only limit is the line at the top of the box
- Personal best tracked across sessions