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The Orchard's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #10 | 4.000 | 4.000 |
Player feedback | #10 | 3.667 | 3.667 |
Gameplay | #11 | 3.333 | 3.333 |
Overall rating | #12 | 3.667 | 3.667 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Your game is well made, but feels a little static and up to chance. I didn't really feel like the rotten fruit was any harder to avoid than regular fruit, and it felt like both good and bad fruits spawned at complete random and their speed was given the same treatment. The art is very good, but it was hard to tell where the hitboxes were for the player and the fruit as sometimes I felt that I should've been able to avoid a bad fruit when I didn't. I think some progression would also help the game, as it felt like the pace of the game didn't change at all as I played which I think making it faster (spawn rate) would make it harder as time goes on, or you could scale it by the players score (more score = more difficulty). All in all you did well and I like your menu screen. I think one other thing you could improve upon would be adding some more animation to the player.
I enjoyed the game. The theme and the sprites were fun and so was the gameplay. The sprite chosen for the player was cute and I liked how clear it was which fruits were fresh and which were rotten. If he had delivered rotten fruit like that, I would have fired him too!
I got fired :(
this was a quick and fun little collector game! the graphics look nice, and it's very easy to figure out, control, and tell which fruits are good or bad. the only thing I would suggest, is to allow the player to move with their mouse, but still locked on the X axis as it is now - that would let people move around at their own speed without needing to code it in!
It's very easy to figure out without any instruction, which is definitely appreciated. I like the theming of the lives being called "warnings" instead of lives. I feel like it could've used some difficulty scaling in some way. At some points it felt like it was spawning a lot of rotten fruits, but I think that was just the randomization not being on my side. Rather, I think the difficulty could've been shown through the speed at which things appeared or fell being scaled higher.