Harvest Looper by madcoil

The game is made inside the p5.js web IDE so you can edit the code yourself and mod it and just hit play :)
Survive waves of enemies on an alien planet, using the peaceful times to plant useful flora. Every time an enemy wave ends, bushes you've planted will grow by one level. Harvest them with the harvest tool to get their resources:
- Health boosts
- Fuel to increase your jetpack time
- Wood to build more resistant walls
Kill enemies to collect seeds you need to plant bushes.
Click to select tools in top left
To plant: till ground with till tool -> plant seed in tilled ground
Balance whether you want to collect bushes on their first weaker stage, or wait another wave to get more resources. Bushes will disappear on their 3rd wave!
The world is different every time you play.
All code, art and music created from scratch using p5js. The only asset used is a DOS-style Creative Commons 4 font from here:
https://int10h.org/oldschool-pc-fonts/readme/#legal_stuff
WASD + Mouse Click
NOTES
Don't shoot bushes! Harvest them with the tilling/harvesting tool to get their resources. They can also be destroyed by enemies, so it's best to lure them away from your farming area.
Note, I made a hotfix post-release fixing a memory leak and increasing performance slightly. For the audio, I simply switched from using the p5.js's built-in audio library to the default html5 audio player, which fixed a lot of problems that would cause the game to crash. To increase performance, I just reduced the tile render range slightly based on some early feedback. So you are playing Version 1.1.
For the jam I decided I want to try to make my own procedurally generated 2d voxel world in javascript, which was an interesting learning experiment. I couldn't finish everything I wanted to do in the compo time, but I learned a lot!
I spent a lot of the first day writing the engine work for the quadtree tileset, physics, terrain generation how the tiles interact with each other and other tech bits. In retrospect this would've just been a lot easier in unity :)
There are currently a number of bugs. The character also hitches moving across horizontally on blocks sometimes. No idea why but ran out of time to fix it.
I am also not 100% sure resetting the game after dying resets everything correctly :P
| Link | https://editor.p5js.org/boggo/sketches/Hn_Am5Wye |
| Link | https://editor.p5js.org/boggo/full/Hn_Am5Wye |
| Original URL | https://ldjam.com/events/ludum-dare/52/harvest-looper |
Ratings
| Overall | 203th | 3.342⭐ | 21🧑⚖️ |
| Fun | 209th | 3.211⭐ | 21🧑⚖️ |
| Innovation | 197th | 3.211⭐ | 21🧑⚖️ |
| Theme | 184th | 3.605⭐ | 21🧑⚖️ |
| Graphics | 237th | 3.158⭐ | 21🧑⚖️ |
| Audio | 60th | 3.765⭐ | 19🧑⚖️ |
| Humor | 265th | 1.917⭐ | 20🧑⚖️ |
| Mood | 169th | 3.263⭐ | 21🧑⚖️ |
| Given | 13🗳️ | 16🗨️ |
Idk if it was intentional but the music cuts out when the enemies are coming, which makes for a very cool and ominous sounding effect.
Anyway, nice work and good luck in judging!
The annoying thing is when monsters are coming from below: they destroy all the grounds to harvest new crops. The balance between defense and harvesting is well done.
good game!
Did you make the music? I loved that FM synth!
Also, for the gameplay, they are some nice features, like the arrows showing where enemies come from, and destructible map. I feel like maybe an option to switch items could be nice, because i find it not this smooth to switch by clicking. Maybe using 1, 2, 3, 4 keys or mouse wheel could do the trick
- Consider adding a trigger monument in the game world to spawn the next wave early
- The enemies were the weakest part of the design
- Movement game feel was too floaty for my taste
- spooky mood