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Fruits Sort Puzzle

Fruits Sort Puzzle is a calm, tap-based sorting puzzle. Cute fruit characters sit on wooden tree branches. The player’s job is simple to explain and hard to...

8/10/2026Views: 0Launches: 0

Fruits Sort Puzzle Project Report

1. The Concept

Fruits Sort Puzzle is a calm, tap-based sorting puzzle. Cute fruit characters sit on wooden tree branches. The player’s job is simple to explain and hard to master:

Tap a branch, then another — move matching fruits until every branch holds one complete set (or is empty).

It borrows the clarity of classic water-sort / bird-sort games, but reframes the fantasy around a sunny orchard: sky gradients, clouds, twin trunks, and expressive SVG fruits with eyes. The unique hook is branch sort — left/right wooden arms instead of tubes or perches — so the board reads as a tree, not a lab.

Design goals:

2. The Stack

Built as a zero-build, zero-dependency product so it can ship and play the same day.

Layer Choice ----------- ---------------------------------------------------------------- Structure Single index.html UI Vanilla HTML + CSS (mobile-first, safe-area aware) Logic Vanilla JavaScript (IIFE, "use strict") Art Inline SVG fruit sprites + CSS atmosphere Audio Web Audio API (procedural SFX + loop BGM) Progress localStorage (unlocked level + mute preference) Target Phone browser / PWA-style viewport (max-width ~480px)

No framework, no bundler, no asset pipeline — one file you can open and play.

3. The 1 Day Sprint (+ polish pass)

The day was treated as a full vertical slice: concept → playable core → polish → shippable demo. Scope stayed tight: one mechanic, one visual world, one progression path. Anything that did not serve “sort fruits on branches and feel good doing it” was cut.

Morning (Hours 1–3):

Outcome: A clickable prototype that already felt like the game, not a wireframe.

Afternoon (Hours 4–6):

Outcome: A real campaign, not a single hand-made puzzle.

The Finish Line (Hour 7-8):

Outcome: A self-contained demo ready to show, share, or iterate.

Polish (Aug 10):

4. The Roadblocks

  1. Solvable randomness — Pure shuffle looks mixed but can be unwinnable. Needed a generator + search (isSolvable) and

fallbacks when no good board appeared.

  1. Readability on small screens — Many branches + large fruits = cramped UI. Solved with dynamic --fruit-size and compact HUD.
  2. Audio without assets — No sound pack in a 1-day sprint. Web Audio synthesis had to carry SFX and BGM;

finding a BGM that felt “nice” and inviting took multiple rewrite passes.

  1. Motion clarity — Early moves popped fruit in/out instead of reading as a pour. Needed clearer lift / travel / land timing.
  2. Scope pressure — Undo, ads, themes, and meta-progression were tempting. Staying on one file and one mechanic kept the day finishable.

5. Key Takeaways

My final thought:

A one-day game only works when the concept is a single sentence and the stack stays out of the way. Fruits Sort Puzzle proves that: familiar sort rules, a warmer branch-and-orchard identity, and a full 100-level loop inside one HTML file. The next steps are optional — undo, handcrafted early levels, richer art — but the core already delivers what mattered most: tap, sort, smile, next.