A tiny postmortem for Juicefruit Orchard

My entry is called Juicefruit Orchard. You run a farm, making juice to sell to game developers. To get the juice you have to play an arcade minigame where you bounce around collecting fruit. As you upgrade the farm, the juice gets better, and the minigame gets juicier to reflect that.

I challenged myself to make a really juicy game, which I don't normally do. That's what led to the idea.

juicefruit2.gif

juicefruit2.png

What went well (for me): - Solidarity. I took part at a friend's place. There were three of us trying to make compo games but the others didn't manage to finish. For me, doing the compo with others was motivating; everything felt less dire than usual. We'd interrupt each other with feedback. This helped me: if I'm working alone, I have to contact others to ask for feedback, and I always take too long to get to that point.

What went badly: - The usual: setting too large a scope and not getting enough sleep. In the rush at the end, I failed to think of some obvious little features that would have really improved the game. Like, a few commenters have suggested having a shortcut to quickly sell a stack of juice. And looking back, it's pretty obvious that the game should have had that.