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[FREE] Fruit Cartoon - Fresh new match 3 game. Enjoy fun journey in Sky Farm!

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Fruit Cartoon: juicy match 3 puzzle game with tons of fun and fresh new gameplay! Fruit Babies live in Sky Farm in happiness with their cute fruits. However, the Worm attacks the farm, arrest Babies and steal fruits. You need to protect the farmland, rescue your buddies, and fight against the enemy. This fruit game is a revolution of match 3 puzzle with creative combo-missions levels, fantastic adventure, and surely bring new experiences to puzzle fans!
Now, let's go to the farmland, meet Grape, Mangosteen and other friends to start the adventure.

Download game for FREE now:
- Google Play Store:
- Amazon App Store:


✔ 7 combo-missions types. 2 game modes. Gameplay is totally new to others!
✔ First version has 400 levels. Levels are updated and added soon
✔ Fun and challenging missions in farm world:
+ Collect water and remove ices
+ Clear poisonous mushrooms and rescue Baby climb to top
+ Beat the worms and remove obstacles
+ Break chains and find keys underground to rescue Baby
+ Collect nutrients and find magic power to beat the Dragon
+ Harvest to rescue fruits and clear weeds
+ Find legend fruits under ices and plant grass to all cells


✔ You're sure to love cool characters which funny emotions. All things are designed following to story to make players really "live" in the game!
✔ Direction of filling empty cells: top to bottom, bottom to top, left to right, maze fill, and combination of them... to make gameplay more interesting
✔ Great juices boosters to help you remove obstacle and defeat enemy effectively.


✔ Play with Facebook's friends & compare your score with them. Can you reach top on leading board?
✔ Win challenge Daily Prize to get valuable gift
✔ Global leaderboard to rank with other players. Challenging achievements & mania quests
✔ Levels are easy to play, but hard to master
✔ Play game frequently to get lucky rewards. Up to 3 times per day for lucky wheel!
✔ Eye-catching graphics, amazing effects, and exciting sounds!
✔ You can play this juice farm game offline or online!


✔ Story: 300 levels. An adventure which 6 new combo-missions to help Babies protect garden, harvest the farm, and defeat enemy. Levels are from easy to hard, and many things to explore on the journey
✔ Campaign: 100 levels to challenge your matching mania skill! You need to find golden legend symbol and stretch green grass to garden to bring live back!
✔ Daily Prize: each day you have 3 lives to play prize. Mania to win but worth to try cause you'll get special rewards! If you win a prize, it will be locked and open tomorrow, and become harder!


✔ Swap the fruits to match 3 in a line to collect them
✔ Crush to make L shape to create juices Boom
✔ Crush to make T shape to create X Splash
✔ Crush 5 fruity items in a line to make Rainbow Jamming
✔ Crush to make a Square Shape to create random Splash
✔ Match 4 items in a LINE to make a Splash
✔ Swap 2 boosters to make a juices explosion


✔ Shovel: useful to harvest a juicy fruit or remove an obstacle
✔ Boom: a magic match to get 9-cells region
✔ Splash: a juicy slice to collect cells in a column or line
✔ Super Splash: a juicy slice to collect cells in both line & column
✔ Rainbow Jamming: harvest all fruity items have the same type


The Babies live happily in secret garden called Sky Farm. They take care their house and really love gardening. Everyday they go around the secret garden and harvest funny fruits. But the Worm and his Dragon attack the land, steal fruity items, and arrest Babies. Let's protect the garden, rescue Babies, fight against the enemy, and plant green grass to farmland!


Enjoy Fruit Cartoon for FREE now:
- Google Play Store:
- Amazon App Store:

✔ To help us to meet your desires about this fresh fruit game, please send your feedback to:
✔ Like us on Facebook for the latest news:
✔ This juicy fruit game offers in-app purchases and contain ads

We want to say THANK YOU to everyone who has played this free game & gave us five star reviews!
ASQTeam - the maker of featured games Fish Crush and Cookie Star!

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      Diagram 3: The player follows clues to the acquisition of a new skill
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      Driven To Learn
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      Diagram 4: The player follows clues to the acquisition of a new skill
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      Diagram 5: Our canonical skill atom
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      Diagram 6: The skill atom of the player learning how to make Mario jump
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      Diagram 7: Two linked atoms
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      Diagram 8: Sample skill chain for Tetris
      (Full size PDF: Tetris Skill Chain.pdf)
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      Diagram 9: Players have limited foresight
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      The just-so story here is that playful folks that instinctually engaged in long term learning with no immediate benefit were the ones that mastered agriculture, hunting and language. These folks thrived. Those that did not died off.
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      Status Of Atoms In The Skill Chain
      A skill chain provides some rather useful information about the state of the player as they engage the game. Imagine that the skill chain is the instrumented dashboard that lights up with the player’s progress. At any point in time you can tell the following information
      Mastered skills: Skills that have been recently mastered. Partially mastered skills: Skills that the player is toying with, but has not yet mastered. Unexercised skills: Skills the player has yet to attempt. Active skills: Skills that the player is actively using. (aka the Grind) Burned out skills: Skill atoms that the player has lost interest in exercising.
      Diagram 10: Icons for skill status
      We’ve talked a little bit about mastered and partially mastered skills. Unexercised skills are pretty self explanatory. If a player can’t perform the actions necessary to understand a skill, that atom will never be exercised or mastered. Mastery flows down the chain and if players are blocked early on, they’ll never each the further atoms.
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      Active Skills
      The player only experiences the joy of mastery for an atom only once. After the moment of mastery, a biological feedback system kicks in that dampens the pleasure response to exercising those same pathways again. What was once exciting becomes boring.
      However, players will continue exercising an already mastered atom as a new tool for manipulating their world. A mastered atom is as good as a shiny new hammer hanging from a workman’s belt. When a new opportunity comes up, typically in the form of an atom further down the skill chain, the player makes use of their new skill to advance their knowledge.
      Players have enormous patience. They are willing to exercise a basic skill atom thousands of times in order to achieve mastery of a higher order atom. Players jump innumerable times in Super Mario Brothers in order to reach more powerful skillsets further down the chain.
      A skill that has been mastered and is now simply being used to activate other icons is represented by the lit light icon.

      Diagram 11: Active Icon
      Players don’t always bridge the gap between one atom and the next. They master a new skill, they play with it but fail to find any interesting use for it. This is known as burnout.

      Diagram 12: Burned out icon
      For example, suppose our player pressed the jump button. They performed the jump and we recorded their mastery of the skill. However, this particular player never figured out that how the jump might be useful. Perhaps they didn’t jump near the platform and receive interesting feedback on the next atom. After a short period of experimentation with no interesting results, the player stopped pressing the jump button entirely.
      When a player burns out on a particular atom, the consequences ripples up and down the chain.
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      In the example above, the Reach Platform atom will never be mastered. The foundational skills are not in place. In a deeply linked skill chain, a burnout early on can chop off huge sections of the player’s potential experience. You can think of learning curves in terms of managing early stage burnout.
      Later Stage Burnout
      On the other hand, a burnout later on down the chain can devalue active skills.
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      Burnout Is Our Gateway To Testability
      Burnout is a very clear signal that our game design is failing to keep the players attention. As you watch burnout creeps across a game’s skill chain, it is a signal that players will soon stop playing the game. They are becoming bored, frustrated and perhaps even angry.
      Perhaps most importantly, we can measure when burnout occurs for an individual atom. This gives us, as game designers, unprecedented qualitative insight into how a particular design is performing with play testers. When you start tracking burnout along with the other skill states, you can visualize the problematic areas with great clarity and accuracy. The entire topic of measuring performance of a game through instrumentation of its skill chain is a rich topic for further exploration.

      Diagram 13: Skill atrophy due to later stage burnout
      Advanced Elements Of A Skill Chain
      We’ve covered the basic elements of a skill chain and how to record that status of the player’s progress. There are only a few more pieces we need so that you can start building your own skill chains.
      Pre-existing skills: How the skill chain is jump started. Red Herrings: How we represent story and other such useless, but pleasurable aspects of modern game design. Pre-existing Skills
      Players bring an initial set of skills to a game. These skills always form the starting nodes of a skill chain. Accurately predicting this skill set has a big impact on the player’s enjoyment of the rest of the game.

      Diagram 14: How pre-existing skill feed into initial skill atoms
      Lack Of The Correct Initial Skills
      If the player lacks expected skills, they will be unable to engage the initial atoms in the game. In our example about jumping, imagine a player that didn’t realize that you need to push the button on the joystick in order to do something. Such an example may seem ludicrous, but it is one faced by many non-gamers whenever they are faced with a freakishly complex modern controller. Many game designs automatically assume the ability to navigate a 3D space using two fiddly little analog stick and a plethora of obscure buttons. Users without this skill give up in frustration without ever seeing the vast majority of the content.
      It is very important to realize that such users aren’t stupid. They merely have a different initial skill set. One of our jobs as designers is to ensure that the people who play our game are able to master the game’s early skill atoms. Ultimately this means making an accurate list of pre-existing skills for the target demographic and building our early experience around those skills. Don’t assume skills that may not be there.
      Pre-mastery Of Skills Taught In The Game
      The flip side of all this is that if players have already mastered existing skills, the process of mastering early atoms is likely to be quite boring. When a player, who has completed a dozen hardcore titles, plays a game sporting a 10 minutes navigational tutorial they become bored. All the reward notes are sour because their jaded brain doesn’t react at the appropriate points. If a game doesn’t teach the player anything new, the player is very likely to experience burnout on the early atoms.
      Targeting the correct set pre-existing skills is a balancing act. If you choose correctly, you’ll end up with an ‘intuitive’ game that players enjoy. If you choose incorrectly, you risk frustration, boredom and inevitable burnout.
      Red Herrings
      Games are laden with story, setting, and imagery intended to evoke a particular mood and other intriguing but useless elements. Gamers derive great pleasure from this feedback. We can represent much of this mélange of artistry with the use of a special type of atom known as a red herring.
      Red herrings are atoms that designer knows will never result in a useful in-game skill, but that still evokes the pleasure of partial mastery in the player. When the player experiences the information cues, existing player memories are activated and the brain greedily sucks up the clues. For example, many players have pre-existing associations with mushrooms. If you are of a certain age and a certain liberal background, you may even own a rainbow colored T-shirt that sports a mushroom or two. When such a person plays Super Mario Brothers for the first time, they are quite likely to perk up at the sight of magic mushrooms. A skill atom in their brain is activated and they begin free associating why might dear Miyamoto have placed such a counter culture reference in the game.

      Of course, the reality is that the mushrooms mean nothing of the sort. The combination of the player’s limited prediction horizon with the chemicals gained from associating the in game feedback with their existing mental structure is enough to create a jolt of pleasure that the player will happily seek again.
      The downside of Red Herrings in their games is that most players rapidly burnout on such sleights of hand. The first time you see the mushroom, you might think it interesting. The second time, you see it as its true nature: a key that unlocks another skill that helps you advance.
      We’ve covered a lot of ground in this essay. Hopefully, the diagrams give you a good understanding of how to describe a game using skill chains.
      Using Skill Chains
      As a tool, I’ve found that skill chain diagrams dramatically improve my understanding of how a game works, where it fails and where there are clear opportunities for improvement.
      Creating a skill chain provides you with the following information: Clearly identify the pre-existing skills that the player needs to begin the game Clearly identify the skills that the player needs to complete the game Identify which skills need feedback mechanisms. Identify where the player experiences pleasure in your game Alert the team when and where players are experiencing burnout during play Provide a conceptual framework for analyzing why players are experiencing burnout. Though it takes a little practice, skill atoms aren’t all that complicated to define and are really no more of a burden than writing unit tests for a chunk of code.
      Future Topics
      Skill chains are a deep topic and we’ve described only the most basics aspects of how they function. Further topics of inquire include:
      Use of instrumented skill chains as a tool in iterative development How skill chains related to traditional interaction design The role of timing and other reward distribution technique in skill chains Critiques of common games using skill chains Limitations of skill chains From Alchemy To Chemistry
      I like to imagine that models like skill chains will help raise the level of intent and predictability in modern game design. With the concepts in this essay, you can start integrating this model into your current games and collecting your own data. We’ve got some immensely bright people in our little market and it is almost certain that they can improve upon this foundational starting point. By sharing what you’ve learned, we can begin to improve our models of design. What happens if game designers embrace the scientific process and start build a science of game design?
      The alchemists of ages past dreamt of turning lead into gold. They performed mad experiments with imprecise equipment and questionable theories of how the universe worked. Modern game designers are not really so different. Those not simply here for the sake of profit instead rally around equally fantastical dreams such as creating a game that makes the user cry or enlightening the world with games of politics or hunger. We crib cryptic notes from past successes and chortle merrily when our haphazard experiments manage to mildly entertain our audience. We are on the leading cusp of deep human / software interaction and yet we know so little.
      It is only by gaining a deeper understanding of the fundamental building blocks of design that game designers with gain the power to break free from the accidental successes of the past. With practical techniques gained from controlled experiments, we will create radically effective new applications. When we have our basic chemistry, our basic systems of measurement and our basic atomic theory, perhaps then we can consistently build games that tap into the heart of human psychology.
      The reproducible application of psychological manipulation of individuals and groups using software is big heady stuff. In the short term, I would hope that a deep understanding of models like skill chains help us crack open the rigid craftsmanship of existing genres so that we can build better, more potent games. Long term, it will be interesting to see what world changing uses we can find for our ever improving psychological technology.
      References And Notes
      The original essay on skill atoms
      Effects of solitary confinement on prisoners
      Perceptual pleasure and the Brain
      Irving Biederman and Edward Vessel, American Scientist, May-June 2006
      Abstract: “From hand-held DVD players to hundred-inch plasma screens, much of today's technology is driven by the human appetite for pleasure through visual and auditory stimulation. What creates this appetite? Neuropsychologists have found that visual input activates receptors in the parts of the brain associated with pleasure and reward, and that the brain associates new images with old while also responding strongly to new ones. Using functional MRI imaging and other findings, they are exploring how human beings are "infovores" whose brains love to learn. Children may enjoy Sesame Street's fast pace because they get a "click of comprehension" from each brief scene.” 
      Press release:
      Six sinister things about Super Mario 
      An example of game chemistry in action
      Here is a rough draft of a skill chain for Tetris. It is interesting to note that a game that is mechanically quite simple can possess an expansive skill chain.
      Tetris Skill Chain.pdf (800k) Description of expert level Tetris skills Relationship of Skill Chains to MDA (Mechanics, Dynamics, Aesthetics)
      This is a question that has been posed on occasion. MDA is a game analysis framework put forth by Robin Hunicke, Marc LeBlanc and Robert Zubek. It is one of many descriptive techniques that catalog the elements of a game. The hope is that in the process of defining the pieces of a game, the designer will clarify their thinking about a design. This is certainly an admirable goal.
      The major differences between the two approaches is that in MDA there is little attempt to model the actual player experience with the game. MDA analysis also fails to provide any objectively testable structure. With skill chains, you can always hook up logging software and observe where atoms light up and where they burn out.
      You can read more on MDA here.
      A quick overview of alchemy, from a reliably alchemical web 2.0 source
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      We are looking for gamers with a good understanding of game balance and a passion for game design. You don't need prior design experience, but you need a great sense of what makes games fun.
      If you are interested to join us, just get in touch.
      Official website: 
      Official app store link:
      Mailing list:
      Facebook page:
      Facebook players group:

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