ManiMani Ideation
MM-DOS Game Catalog

Fruits Inc 3

A discovery-stage fruit-farm idle-management experiment adapted from Peggy’s Party. The player harvests four fruit types, sells them directly or moves visible batches through Juicer, Jelly, and Pie facilities, and reinvests sale proceeds to improve production throughput.

Draft Discovery 1.0
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Current State

Focus
Clearer Gameplay Presentation + Production Ramp
Setup
Ready
Primary Reference
Fruits Inc
Reference Thesis
Use Fruits Inc’s readable farm-to-industry fantasy and product-value chain as the primary reference: four harvested fruits can be sold raw or processed successively into juice, jelly, and pie, with each transformation increasing value and the final pie being sale-only.
Reference Alignment
Peggy’s Party supplies the moving-entity and throughput-management structure. Trucks replace guests; the entrance, queue, waiting positions, and authored routes are retained and renamed for truck logistics; Juicer, Jelly Kitchen, and Pie Bakery replace the activity stations; collection becomes a sell-or-process-further decision; and currency is awarded only when a product is sold. Peggy’s station signs are removed because Fruits Inc stations communicate construction, locking, availability, and upgrades through the facility presentation itself.
Open Questions
Do clearer action cues and a more balanced farm, Juice factory and fleet progression improve opening comprehension and sustained production compared with fruitsinc004.zip? · Which build(s) and date range does the Game Events export cover? · What changed between0051 and0052, including analytics inclusion? · Can the missing31 progress rows and popup visible/interact data be exported?
Next Actions
Obtain full event export with build/date filters and popup interactions/timing, separate0051 recordings, and repair normalized experiment links before final verdict. Do not change gameplay based solely on this provisional snapshot.
Latest Findings
Latest Poki Player Fit for fruitsinc0052.zip: average session 120.8s, p90 250.1s, median 50.0s, under-3m sessions 85.2%, Poki start rate 76.0%. · 004: mean 113.02s, median61s, p90 220s, 3-minute reach13.4%; 0051:108.71s/50s/231.8s/14.2%; 0052:120.8s/50s/250.1s/14.8%. Small tail gains do not establish a statistically reliable win. · Pasted opening events: Apple build311/433, dispatch255/311, collect215/255, Apricot build180/215, Juice build124/180, dispatch98/124, collect91/98. · Collection exposed-to-collected: Apple215/231, Juice91/95. Insects entered159/168, treatment completed146/159, subsequent collection124/146. Customization confirmed110/119, subsequent Juice dispatch98/110. · Loading completes1108/1437 (77.1%); left328/1437 (22.8%). Loading is a separate issue; event and Player Fit denominators cannot be pooled. · Event snapshot contains20 of51 listed progress rows, no exact version/date filters, and unresolved start/complete/left counts. Category totals are not established unique-session counts. · Latest recordings import mixes002/003/004/0051 and lists no0052. Only aggregate recording metadata was accessible through exposed MCP; no new video review or build-specific annotation conclusions were made. · Experiment mapping documented, but normalized associations remain inconsistent:0051/0052 unassigned; old002/003/004 and mixed import linked to latest. Exposed MCP has no record-level retagging tool. · Prioritize reviewing the first construction interaction and the transition from two farms to Juice. High collection/feature completion among exposed players makes a broad feature rework a weaker first choice, but selection effects and incomplete aggregation prevent causal conclusions.
Updated
2026-10-17T02:11:05.342664Z

Active Hypotheses

A visible Fruits Inc production chain will give Peggy’s Party’s movement, waiting, processing, collection, and upgrades clearer causality and a stronger aspirational goal, leading players to understand the first action pipeline faster and remain engaged longer than in the party fantasy.
Peggy’s Party’s build-first onboarding still held a 41-second median and did not reverse repeated sub-three-minute sessions. The implementation spine is functional, but the party activities did not make processing, throughput, or upgrades compelling enough. Fruit batches visibly gaining value through successive facilities should make travel and station progression self-explanatory while preserving the already-built systems.
approved · CONFIRMED
Meaningful variation after the opening—a brief farm rescue, visible product identity, or earlier useful fleet growth—will encourage continued production and improve sustained engagement beyond the two-farm opening; separate builds will identify which addition earns inclusion.
003 increased median session from 42s to 60s and average from 119.24s to 127.98s, while three-minute reach stayed 15.2%. This supports testing post-opening variety, but is not causal proof and may include sample noise.
proposed · CONFIRMED
Clearer actionable guidance, visible truck parking and a progression ramp that establishes Apple, Apricot and Juice before farm upgrades will reduce early confusion and production bottlenecks, helping more players continue beyond the opening.
The 004 recordings prompted presentation and pacing changes. This experiment evaluates the combined revision; it cannot isolate the contribution of any individual change.
proposed · CONFIRMED

Latest Experiment

Clearer Gameplay Presentation + Production Ramp
Do clearer action cues and a more balanced farm, Juice factory and fleet progression improve opening comprehension and sustained production compared with fruitsinc004.zip?
Distinct farm/factory construction lots and visible truck parking; animated actionable hints with safe screen placement, regular cutoff at level 10 and first-time insect/customization exceptions; fleet then factory then farm upgrade hint priority; construction/upgrade indicators and construction/disinfection celebrations; clearer insect treatment presentation and truck-clearance interactions; Apple → Apricot → Juice opening economy; rebalanced farm/Juice upgrades, factory parking-first upgrades and faster fleet capacity ramp; waypoint-based truck routing and portrait adjustments. Landscape HUD queue clearance is a follow-up build revision and should be identified separately in evidence.
draft · 2026-10-16T23:54:34.318457Z

Latest Player Fit

fruitsinc0052.zip
Avg Session
120.8s
P90 Session
250.1s
Median Session
50.0s
Under 3m Sessions
85.2%
Fps Average
57.73704713022253
Target Gameplays
500
New Engagement Seconds
149.78740157480314
Pageviews
501
Status
completed
Session Time Average Seconds
120.8
Fps Median
60
Fps P95
89
Export Type
player_fit_tests
Poki Game Id
7704a35c-f756-4233-8182-7b79ca9c01a4
Session Time Median Seconds
50.0
Gameplays
381
Under 3m Session Rate Percent
85.2
Median Engagement Seconds
50
Session Time P90 Seconds
250.1
Poki Version Id
cab54041-f262-4ac0-b605-c2ab19b31e6a
Poki Gameplay Start Rate Percent
76.05
Poki Player Fit Test Id
ac4a2465-936b-43ed-bf82-a973a953eb8c
Parser Version
poki-json-v3
Version Label
fruitsinc0052.zip
Started
500
Engagement Seconds
120.802

Latest Poki Player Fit for fruitsinc0052.zip: average session 120.8s, p90 250.1s, median 50.0s, under-3m sessions 85.2%, Poki start rate 76.0%.

Latest Decision

No decision recorded.