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| Title | ButterMeUp! |
| Developer | Jesus Cruz Perez (solo) |
| Platform | iPhone and iPad (iOS) |
| Price | Free. No ads, no in-app purchases, no subscriptions. |
| Genre | Arcade auto-runner |
| Release | Out now on the App Store |
| App Store | apps.apple.com/app/id6780270055 |
| Languages | English |
| Website | buttermeup.app |
| Contact | buttermeupgame@proton.me |
| @buttermeupgame |
A stick of butter runs for its life across a very hot kitchen, chasing a slice of toast named Panita.
ButterMeUp! is an arcade auto-runner with one twist: you are made of butter, and you are melting the whole time. Fire platforms speed you up and cook you twice as fast. Snow slows the melt but turns every landing into a skid. Honey grabs your feet, jelly launches you. Eleven hand-built levels, 33 hidden breads, and an endless mode.
ButterMeUp! is a one-tap arcade auto-runner for iPhone and iPad. The butter cube runs on its own and starts melting the moment it does, so the meter in the corner is both a timer and a health bar. Each surface changes the maths: fire is faster but doubles the melt, snow preserves you but wrecks your footing, honey drags, jelly throws you further than any jump. Landing upside-down after a flip earns a short speed boost, which is the difference between clearing the long gaps and not.
The campaign runs eleven levels, teaching one idea at a time before combining them. Three breads are hidden in every level, 33 in total, and dying resets them - so a clean sweep has to be earned in a single run. Infinity mode generates ground forever and keeps all-time and weekly leaderboards. Seventeen Game Center achievements. Original music with three selectable tracks. No accounts, no ads, no tracking, and no network requests of any kind: progress lives on the device.
Screenshots are 2868x1320. All artwork may be used in coverage of the game.
Five months, 206 commits, one person. The art and music are procedurally generated - every sprite, badge, sound effect and music track is produced by a script in the repository rather than drawn or recorded, which is why the whole game is a few megabytes. AI tooling was used heavily throughout, for code and for generating those assets.
The direction was not automated. The bread collectible was redrawn three times in one day before it stopped looking like a picture frame. An entire rebuild of the sound effects was thrown away for losing the arcade character that made them worth keeping. The music went through four versions before the final one was picked out of a six-second stretch of a discarded take. Level 9 shipped to playtest mathematically unwinnable, and only a human running out of butter over and over caught it.