Chatforce / Games

Orchard Slice

Make "Orchard Slice", a cozy 2D cut-to-order fruit game starring a fox chef at an orchard stand. Casual, not hyper-casual: 60-90 s stages, ~10 min sessions. Swipe-slicing like Fruit Ninja, but the twist is cooking to order. MOBILE FIRST, LANDSCAPE (required): designed for a phone held sideways. Fill an 844x390 screen edge to edge with no letterboxing or black bars (also fill 932x430, 740x360 and desktop 1280x800 without bars), and respect safe-area insets on the notch side. Size every piece of UI in real CSS pixels using a unit like calc(N*var(--cpx)) that never drops below 1 CSS pixel per unit on a phone; never scale the UI down together with the game canvas or a fixed design frame. Every button and tap target is at least 64px; all text is at least 14px (headings and numbers bigger). These minimums ALSO hold while any dialog, menu, shop, results or level-complete screen is open: never shrink buttons or text to make a dialog fit; hide or collapse secondary info instead. Touch (tap/swipe/drag) is the primary control; mouse works on desktop. Sprites are large and readable on a phone. The art IS the board: draw the board and pieces from real tile/sprite art in one consistent style, with no flat colored squares, no placeholder shapes, and no code-drawn grid lines painted over background art. PLAY: fruit is tossed up in big, gentle arcs with a slow-mo feel. Tickets along the top ask for cuts (apple halved, melon in 4, pear diced). One swipe halves, a cross quarters, 3+ quick swipes dice. Pieces fall; drag the serving bowl along the bottom to catch them. Wrong cuts and dropped pieces cost tips. Combo: a whole ticket filled from one throw. Avoid bees; golden fruit is a bonus. Bright blade trail, juicy splashes. Speed setting: Slower (default) and Normal. Early stages toss one fruit at a time. LAYOUT: tickets and tips in a slim top strip, the play area fills the rest, bowl at the bottom, pause button. LEVELS: 12 short scripted stages, each adding one idea. Stars for tips earned. REPLAY: stage map with saved stars; Daily Orchard from the date seed with streak and best tips. SHOP: one cosmetic "Harvest Festival Pack" via the Chatforce marketplace (fox outfits, blade trails, bowl skins); price from product info, unlock only when owned. Map screen only, no pop-ups mid-stage. Single player. Warm painted orchard art, crunchy slice and catch sounds. Expose window.__CHATFORCE_GAME_STATE__ and window.__CHATFORCE_TEST_HOOKS__: spawn(fruit,x), slice(id,'half'|'quarter'|'dice'), setBowl(x), catchAll(), pause(), setSpeed(s), setLevel(n), getState().

Make "Orchard Slice", a cozy 2D cut-to-order fruit game starring a fox chef at an orchard stand. Casual, not hyper-casual: 60-90 s stages, ~10 min sessions. Swipe-slicing like Fruit Ninja, but the twist is cooking to order. MOBILE FIRST, LANDSCAPE (required): designed for a phone held sideways. Fill an 844x390 screen edge to edge with no letterboxing or black bars (also fill 932x430, 740x360 and desktop 1280x800 without bars), and respect safe-area insets on the notch side. Size every piece of UI in real CSS pixels using a unit like calc(N*var(--cpx)) that never drops below 1 CSS pixel per unit on a phone; never scale the UI down together with the game canvas or a fixed design frame. Every button and tap target is at least 64px; all text is at least 14px (headings and numbers bigger). These minimums ALSO hold while any dialog, menu, shop, results or level-complete screen is open: never shrink buttons or text to make a dialog fit; hide or collapse secondary info instead. Touch (tap/swipe/drag) is the primary control; mouse works on desktop. Sprites are large and readable on a phone. The art IS the board: draw the board and pieces from real tile/sprite art in one consistent style, with no flat colored squares, no placeholder shapes, and no code-drawn grid lines painted over background art. PLAY: fruit is tossed up in big, gentle arcs with a slow-mo feel. Tickets along the top ask for cuts (apple halved, melon in 4, pear diced). One swipe halves, a cross quarters, 3+ quick swipes dice. Pieces fall; drag the serving bowl along the bottom to catch them. Wrong cuts and dropped pieces cost tips. Combo: a whole ticket filled from one throw. Avoid bees; golden fruit is a bonus. Bright blade trail, juicy splashes. Speed setting: Slower (default) and Normal. Early stages toss one fruit at a time. LAYOUT: tickets and tips in a slim top strip, the play area fills the rest, bowl at the bottom, pause button. LEVELS: 12 short scripted stages, each adding one idea. Stars for tips earned. REPLAY: stage map with saved stars; Daily Orchard from the date seed with streak and best tips. SHOP: one cosmetic "Harvest Festival Pack" via the Chatforce marketplace (fox outfits, blade trails, bowl skins); price from product info, unlock only when owned. Map screen only, no pop-ups mid-stage. Single player. Warm painted orchard art, crunchy slice and catch sounds. Expose window.__CHATFORCE_GAME_STATE__ and window.__CHATFORCE_TEST_HOOKS__: spawn(fruit,x), slice(id,'half'|'quarter'|'dice'), setBowl(x), catchAll(), pause(), setSpeed(s), setLevel(n), getState().

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