NadavSimhi Made forFruit Ninja · Passion ProjectYear2024RoleGame UX / UI Designer
Fruit Ninja · Daily reward feature
Slice and Prize

A daily reward minigame concept for Fruit Ninja, combining the game's familiar slicing interaction with a simple risk and reward loop. Players get free daily attempts, reveal prizes hidden inside fruit piles, and decide whether to keep playing for the grand prize.

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Slice and Prize minigame board
[Design Challenge]

Fruit Ninja already has an interaction players understand instantly: see fruit, swipe, slice. The challenge was to use that familiar behavior to build a new daily feature that feels native to the game, gives players a reason to return, and supports optional purchases without feeling complicated or disconnected from the main product.

[Goals]
  • #01
    Encourage daily return visits. A limited daily opportunity that gives players a reason to come back.
  • #02
    Keep it immediately familiar. Build the minigame around Fruit Ninja's existing slicing interaction.
  • #03
    Balance risk and reward. Make every decision feel exciting while keeping outcomes clear.
  • #04
    Introduce optional monetization. Let players extend a session after their free attempts, without interrupting play.
[Competitive Research]

I reviewed reward-based features from other mobile games to understand how they introduce the activity, communicate risk, reveal prizes, show progress, and encourage another attempt.

Slotomania Shiny Show
[The Shiny Show]

Slotomania

Angry Birds 2 Tower of Fortune
[The Tower of Fortune]

Angry Birds 2

Board Kings Daily Picks
[Daily Picks]

Board Kings

    [Key Takeaways]
  • Make the first action immediate
  • Keep risk and reward easy to understand
  • Clearly communicate every result
  • Celebrate rewards before continuing the flow
  • Make failure clear without feeling punishing
  • Give players a reason to return every day
  • Introduce purchases only after the free experience is understood
[Feature Concept]

Players receive six free Slices every day. Slices are a dedicated currency used only inside the minigame: each one is another attempt to continue and progress toward the grand prize.

Each round shows three fruit piles. Choose a pile and slice it to reveal a reward or the hidden bomb. A good choice moves you forward and reveals a prize; the bomb ends the sequence and resets the board. Keep going with your Slices, buy more after running out, or return when the daily allowance resets.

    [Daily Loop]
  • 01Receive six free Slices
  • 02Enter the minigame
  • 03Choose a fruit pile
  • 04Reveal a reward or bomb
  • 05Continue playing
  • 06Run out of Slices
  • 07Purchase more or return after the daily reset
Three fruit piles on the minigame board
[Main Flow]

The complete flow maps the player's journey from entering the feature to leaving or returning after the daily reset.

[01]
Game Lobby
The player discovers and enters Slice and Prize from the main game.
[02]
Onboarding
A short intro explains Slices, fruit piles, rewards and the hidden bomb.
[03]
Start Playing
The player gets the daily allowance and chooses a fruit pile.
[04]
Reward Reveal
A successful Slice reveals a prize and celebrates the outcome.
[05]
Bomb Reveal
Choosing the hidden bomb ends the current sequence.
[06]
Board Shuffle
The piles reset and the bomb changes position before the next attempt.
[07]
Continue Playing
The player spends another Slice and keeps progressing.
[08]
Out of Slices
The session pauses when no Slices remain.
[09]
Purchase Slices
The player can buy more attempts or leave the feature.
[10]
Daily Return
Free Slices become available again after the daily reset.
Every state answers four questions instantly: What should I do? What did I win? What am I risking? What happens next?
[Onboarding & States]

The onboarding introduces the feature without slowing the first interaction, then every result reads immediately and clearly.

Onboarding
  • [Step 1]Receive daily Slices
  • [Step 2]Choose a fruit pile
  • [Step 3]Avoid the bomb
  • [Step 4]Continue toward the grand prize

Reward & Failure States
[Reward Reveal]

Reveal & celebrate

The chosen pile reveals the prize, a short celebration plays, and a clear option to continue appears.

BOMBsequence ends
[Bomb Reveal]

Clear ending

The bomb is revealed immediately, clearly communicating that the current sequence has ended.

[Board Shuffle]

The bomb moves

The piles reset before the next attempt, making it clear the bomb has moved and a new choice must be made.

Grand prize won
[Grand Prize]

Complete the sequence

Reaching the final reward completes the sequence with a larger celebration and a clear summary of the winnings.

[Out of Slices]

When players use their final Slice, the feature clearly explains that the daily allowance has ended. They can buy more to continue now, or wait for the free reset. The purchase option appears only after the free loop is understood, keeping monetization secondary to the game itself.

  • PrimaryGet More Slices
  • SecondaryReturn Later
  • TimerTime until the daily reset
Out of slices state
Get more slices purchase screen
[Final UI]

The UI focused on maintaining a cohesive look and feel with the main game while incorporating unique assets created specifically for the minigame.

Slice and Prize main game board design
[Board design]
Board design
[Prize · Slices icons]
Slice iconSlice pack icon
[Timer]
Daily reset timer
[Button]
Get More Slices button

This is a passion project created solely to demonstrate product, game UX and UI design skills. Fruit Ninja and all related names, assets and intellectual property belong to Halfbrick Studios. I do not own any intellectual property associated with the original game.