Orchard Shootout
Play:
About:
A clockwork-orchard gallery shooter, made in-house for Leetdom in the spirit of the 2000s arcade shoot-'em-ups. Six brass blossoms sit on the soil and a windup turret stands guard below them. Mechanical pests wind their way down toward the flowers, and you aim and fire finite-speed bolts to stop them before they take a bite. Because the bolts travel, you have to lead a moving target, and because your magazine only holds five before a reload you have to pick your shots.
Every kill in quick succession builds a chain, and the longer the chain the fatter the score multiplier, but a single missed shot resets it, so the game is a constant push and pull between greed and restraint. Drifting among the pests are pollinator motes, friendly green sparks that cost you points if you shoot them, so a clean run means threading your fire past them. There are eight hand-tuned waves, each introducing a new pest: slow rust-cogs, fast skimmers that sweep sideways, armoured borers that take two hits, darting sprinters, a tight firing line, a swarm, a gauntlet and finally the Harvester, a heavy boss that patrols overhead and spits cogs at the far blossoms until you bring it down. Lose all six blossoms and the orchard falls.
It plays the same with a thumb or a mouse: drag to aim and fire on a phone, or aim with the mouse and arrows and fire with space on a desktop. The whole thing is a deterministic fixed-step simulation, so the same seed always plays out identically, and that core is driven headless by solver bots in testing to prove the game is winnable with good play, that leading your shots genuinely beats aiming where a target is now, and that doing nothing always loses. Everything in it, the art and the sound included, is drawn and synthesised in code, with no image or audio files at all.
Credits:
Made by Leetdom, 2026. Written for Leetdom, and it lives here.


