I’m still playing about with vibe coding and over the weekend I put myself to work on knocking up a couple of quick-ish projects that had been on my spreadsheet of games worked on over the years. Mostly, that is a depressingly long list of failed projects, but I’m one of these OCD people who like to tick off boxes and milestones, so had the idea of maybe actually getting some of these into reality with this new playground to work them in.
So, as you may have noticed on the much-more-worked-on-recently website, there are a couple of new additions to the menu to go along with Numodus, which was the surprisingly complete Suduko clone I put together a couple of months back. Fruity is one of them, and that one can be played via the website links, or the whole java project downloaded and gradled to create the app yourself for either Windows, Mac, Linux or probably your own html file if you like. I’m not judging.
Fruity is my idea of a fruit machine that I wanted to create many years ago. Something to do with the smooth movement of spinning wheels and the nudging of them to get a win line. I had a brief play at doing it with Blitz over a decade ago – possibly two, and I had an attempt at doing it with Gamemaker as well a while back, which didn’t go well either. I’d forgotten it until I had a scroll through the old spreadsheet for some inspiration and thought I’d do that. It’s turned out pretty well, all in. Sound’s not great, so I should have had a go at doing some BFX’er stuff myself perhaps, but it’s a pretty good slot machine simulator. I set it so you only get a tenner to play with max, and it’s 50p a go, so whatever you make from that then that’s your high score. You can’t play with money you’ve won because it’s just boring after a while, otherwise. It’ll keep track of the best totals so you’ve something to aim for.
I created the game that way because I’m not a fan of fruit machines since I was a kid and got hooked on spending all my paper round and saturday job money on them. I just wanted to kind of create one to scratch an itch and wanted to make it some kind of fun game because they always seemed a bit daft when played on a computer as you’re not risking real money.
The second game I finished up isn’t actually playable on the website. I realised after I started working on it that I probably should have started with that but I was aiming for something that I could run myself as a proper app because it’s a game I’ve played and loved ever since I had my first proper mobile phone – the good old Nokia 3310. You all remember Bantumi on that? Well, that’s Mancala. The classic pots and stones game for the modern player.
It’s ridiculously easy with AI to get projects up and running on other platforms so I’ll just get it to convert the game into a format that I can run on the website when I’m not using my allowance for anything else. I want to build it for IOS anyway because it’s a good game to play on the phone. I’ll likely need to do a bit of tweaking to make that work, however. At present the game has a profile system and high score table just because I felt like implementing them. I’ve never used a profile system completely in a game i’ve worked on, so this was a test run, really.
Anyway, this game’s up on the git hub page as well, and can be gradled with java like the others, as it’s a public repository. Hope you like it.

