Hello there!
Let's start with the good. I love the music, and the filter you have going on fits the music beautifully. The whole visual style is great, very happy and fun. Sound design is good too, I actually really like the "you died" sound, not sure why, but it fits the theme nicely.
There were a few things that I don't think were properly conveyed to me. It seems like the apples disappear over time, do I lose when I run out of apples? Is the game programmed to provide enough obtainable apples for me before I may die? I'd hate to die due to bad RNG.
I found myself in many situations where I would try to make the smallest jump I could to get an apple, but then there would be an obstacle that appears from off-screen immediately and kills me because I landed on it. I'd be ok with this, except that I didn't have an indication when I jumped for the apple that there was danger in front of me, really it makes every apple jump that looks safe seem like a leap of faith. This may just be something I need to get better at judging, but yeah.
Your game doesn't really seem to have any ramp-up period, it seems to be starting off very hard immediately, and that might turn off some people. Is the game supposed to be ramping up in difficulty, or does it just stay the same level of difficulty all the way through? I only got to 23 points in my highest run, so I can't say I know for sure. It would be great if you could give a brief period of time where things are just a bit easier so people can have time to get used to the controls. It doesn't have to be a long period, say like 3-5 seconds. Of course you don't want it to be TOO long because you don't want vets of your game to be bored during the start of your game. I think Canabalt did a great job of ramping up, particularly by always starting you off inside the same building at the same height with two trash cans to jump over at the start. By doing this, they introduced the mechanics while never actually putting you in real danger, the cans just slow you down if you don't jump over them.
You should do something to make your smaller obstacles pop more against the background. Right now things such as stumps and rocks are blending in so perfectly with the ground they are on top of and the background behind them that they might be a little hard to see at high speeds. Consider getting some contracting colors in there to really make them stand out and be VERY visible. obstacle viability should be your highest priority, as at high speeds, obstacles need to be identified immediately.
That's all I have for now, great start, keep going with it!
![Smiley](https://forums.tigsource.com/Smileys/derek/smiley.gif)