What is the limit of inspiration? What divides inspiration from copy from tribute?

If I put stranges fruits that give super power in my game this can be considered what?

Explain why they give super power and no gokutard will relate them to senzu beans.
In response to Eternal_Memories
I think that this is a One Piece thing. :p
In general, similar concepts are okay. Copies are not. So as long as you are using different names and original graphics you should be fine.

This is the ope-ope no mi from One Piece.
Here are some examples of "power-up foods":
In response to Kaiochao
nice thanks link +-?

Kaiochao wrote:
Here are some examples of "power-up foods":

The lines for this are blurry and the only way to see them more clearly is to fundamentally understand the concept that you're trying to render.

Taking your example, you have magic fruit that give super powers. Cool, but there are questions you have to ask yourself, such as, "does it being a fruit impact the narrative in a significant and fundamental way? Could you rewrite the whole story with the fruit replaced as magical gemstones and it make just as much sense?"

A clone is something that directly rips from the core concept and attempts to deliver similar content in much the same way as what it's ripping from. The two main differences are experience vs gameplay. Experience is how a particular piece of gameplay makes you feel. How it influences your future decisions. Gameplay is the specific mechanics that are used to create that experience.

Every experience has multiple types of gameplay that can be used to achieve it, but if you try to design gameplay first, then you're stuck with one, very specific experience.

A good example is the game Paladins, the FPS Arena Shooter that came out in line with Overwatch. In it, there's one tortoise character with literally the exact same abilities as Roadhog from Overwatch. A long range pull with a short ranged shotgun. He has some other stuff, but he's an obvious copy, because the developers didn't stop to ask what kind of experience Roadhog delivered, all they cared about was the gameplay, and copying that gameplay is what made him a ripoff.

Inspiration and tributes are simply a gradient of the other options.

If something is inspired by something else, then it uses that something else's experience as the starting point with which to develop their own original idea. For example, you could make a stealth fighter that gave you a similar experience to the Metal Gear games, but was fundamentally different. You used Metal Gear as inspiration, but understood that you were delivering your own product, so you never felt pigeonholed into staying true to the Metal Gear formula, you had the freedom to do your own thing. Your overall experience could be completely different from the starting point.

A tribute or spiritual successor is something that uses its source inspiration as a bounding box for its design. The original 2D Sonic games never had intense gun battles or physics puzzles, you ran really fast, jumped on things to kill them and navigated the terrain. So if you wanted to do a tribute to the old 2D Sonic games, you would stick to the same formula. Your goal would be to invoke the same experience as the original, without copying it.

That's not saying you can't add anything to a tribute, but you always have to be mindful weather adding a feature will fundamentally change your experience.