Harvest Looper

Harvest Looper

This game is from ldjam.com, which is currently unavailable.
You can try viewing the original page on Web Archive (may not load correctly).
overall: 3.34
fun: 3.21
innovation: 3.21
theme: 3.60
graphics: 3.16
audio: 3.77
humor: 1.92
mood: 3.26
looper.png

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.


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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.

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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
Found a bug?
Tell us on Discord