Overview & core gameplay

Platform: Mobile / touchscreen with a 2D Canvas UI. Players use their thumbs to tap or press fruit sprites as they appear on screen.

The primary loop is immediate: each tapped fruit is harvested, adds +1 Fruit to the player’s inventory, updates the UI counter, and plays SFX_Fruit_Touch. Villagers and animals that need food appear periodically, inviting the player to decide whether to eat the fruit or share it.

Harvest logic
ON_TOUCH(Fruit_Image) → Fruit_Count += 1 → Update_UI_Text(Fruit_Count) → Play_Audio(SFX_Fruit_Touch)

Sharing & kindness — “Sharing is Caring”

Every time the player harvests 10 fruits, a hungry NPC—such as an old rabbit—appears. The player makes one of two choices:

  • Give 5 Fruits to the NPC: if the player has at least 5 fruits, the count decreases by 5, Kindness Score increases by 10, and the Deeds Meter rises by 1. The NPC smiles and a kindness chime plays.
  • Keep all fruits: the Fruit Count remains unchanged and the NPC leaves with a sad animation. No Kindness Score is gained.

Honesty event — “The Golden Fruit Choice”

A Golden Fruit, worth 50 points, occasionally appears after a little bird drops it from the village garden. The event frames a second moral choice:

  • Return it to the garden keeper: gain 25 Kindness Score and unlock a new fruit-tree asset.
  • Claim it as your own: gain 50 fruits, but lose 10 Kindness Score.

Art, UI & audio direction

The interface uses Unity’s scalable UI Canvas system. Assets are transparent PNGs or JPGs, with sprite swaps based on fruit ID and NPC emotion: happy or sad. Required character sprites include the old rabbit, little bird, and garden keeper, plus a visible Deeds Meter / Tingkat Kebaikan progress bar.

Unity’s built-in AudioSource handles WAV or MP3 effects: a cheerful fruit-pop when harvesting, a sweet chime when helping, and happy laughter when an NPC is fed.

Technical environment & balancing

The game is built in Unity 2D mode, using Unity UI Button or IPointerDownHandler events for the touch interaction and custom UI-handling plugins where needed. The balance goal is deliberately long-term: helping NPCs should unlock more satisfying rewards—such as new fruit trees—than simply hoarding points.

DESIGN INTENT

Teach young players that sharing and honesty create a more rewarding world than collecting fruit alone.