Om Froggy Fruits
Froggy Fruits is an endless vertical climber built on one rule: you never die, you fall. Every hit throws you back down through the platforms you fought for, and the tower is still standing when you get up. There's no death screen and no run summary — just the climb you now have to make again.
YOU DON'T DIE. YOU FALL.
— A hit knocks you downward through the floors, not to a menu
— You land stunned for a second, long enough to see how far you dropped
— The fruit you banked stays yours. The challenge you were 80% through stays at 80%
— Failure costs you distance, never progress
— The result: you say "one more" instead of putting the controller down
THE TOWER FIGHTS BACK
— 20 enemies that navigate the level instead of walking at you: they jump platforms to reach you from below, and drop off the edge to come after you from above
— 13 traps: patrolling saws, crushing heads, swinging spiked balls, fans that launch you, fire, ice, mud and ropes to swing from
— Nearly 600 hand-built structures chained procedurally, so no two climbs read the same
— 14 biomes that shift as you rise, each with its own creatures
— Difficulty that scales with altitude, not with a menu setting
BRING SOMEONE
— Two players, one screen, two gamepads
— You physically shove each other: usually by accident, sometimes not
— The camera keeps you both in frame; the screen edge is the only leash
— P1 / P2 tags above each frog so nobody argues about who died
— Plug in a second pad and you're playing in seconds. No menus, no accounts, no internet
EVERY RUN LEAVES SOMETHING BEHIND
— Three challenges always active, paying out in fruit and replaced the moment you finish one
— Chain fruit pickups for up to a 5× multiplier: on your score and on what you bank
— Spend fruit on six permanent abilities: double jump, magnet, wall grip, double dash, faster recovery, an extra life
— Power-ups mid-climb — shield, magnet, jump+, wings — placed just off the route, so taking one is a decision
— 4 characters, each with a different speed, jump and agility profile
BUILT TO BE PLAYED, NOT ADMIRED
— Full gamepad support everywhere, including menus and the shop
— Coyote time and jump buffering, because a game about falling owes you an honest jump
— English, Spanish, Portuguese and French
— Rumble, V-Sync and separate music/SFX volume, each explained in the settings
— Offline. No accounts, no online requirement, no in-game purchases
Climb until it throws you off. Then go again.