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(+1)

I like the simple and straightforward gameplay. I like how gathering more fruit had an effect on the player's jump. This could have forced the player to consider and plan which order to gather the fruits.

However, being able to deliver partial orders reduces the sting of this drawback, as I would gather multiples of the same fruit and do partial deliveries rather than having to gather the correct fruits for a single order. An improvement would be to incentivise delivering a complete order vs. a partial order. For example, a complete order would give greater points than delivering fruits individually (were there a points system). I did like the time being given at the end, as it did encourage me to replay a few times to get a faster time.

The response of the controls felt good, though the button placements is strange. As I am right-handed, the movement keys were next to my mouse. So if I wanted to move, jump and control the camera, I had to decide between alternating my left hand between the arrow keys and ZXC or my right hand alternating between the arrow keys and the mouse. As this was cumbersome and as the platforming was extremely forgiving without the camera, I gave up having control of the camera in favour of being able to move and jump. As there's few keys to use, having a  WASD layout, with Q, E, and Space for actions (or IJKL and U,O, and Space for left-handed players) would free the other hand for camera controls.

I liked how there was a separate zone and theme for each fruit. Were there any further plans for this aspect? For example, themed obstacles for that specific environment.

A simple fruit delivery game that can potentially become more complex.

This is really helpful feedback, thanks!

Someone earlier suggested that the deliveries for each person should be done more specifically, which I was hesitant about since I thought it might just make things more arbitrarily tedious for the player. However, having a points/combo system actually sounds like a good encouragement to gather more berries at once without it being a necessity. Remapping the controls to WSAD, Q, and E is already on the table by popular demand, although I didn't consider having a left-handed layout on top of that. I was originally going to have some sort of additional gimmick each zone such as flower springs in the pink zone, or rolling snowballs in the snow area, but all that made it into the final game was the water in the beach. I may try adding that stuff in to a later update.

Thanks again for the comment!