Polder
Polders are tracts of land reclaimed from the sea by building embankments called dikes. This is an old technology that has been used for hundreds of years.
In our game, you are able to build embankments, with the aim being to channel or block oncoming water. If you can keep "Guy" (the smiley face) dry for long enough (about 20 seconds), you win. If Guy gets wet, you lose.
- Click and drag on the screen to place down embankments
- Press Space to start the simulation, then again to toggle pause/play on the simulation
- Lose after winning
- Beat the impossible level (commented out in page source)
Mobile is unsupported
This game is a fluid simulation sandbox, using WebGL for both the fluid sim and the rendering.
We have used code from https://aeplay.github.io/WebFlood/ and https://github.com/dmlipinski/jsWAVES. https://lisyarus.github.io/blog/posts/simulating-water-over-terrain.html was also very helpful.
No LLMs were used to generate code or other assets.
In our game, you are able to build embankments, with the aim being to channel or block oncoming water. If you can keep "Guy" (the smiley face) dry for long enough (about 20 seconds), you win. If Guy gets wet, you lose.
Controls:
- Click and drag on the screen to place down embankments
- Press Space to start the simulation, then again to toggle pause/play on the simulation
Bonus Achievements:
- Lose after winning
- Beat the impossible level (commented out in page source)
Mobile is unsupported
This game is a fluid simulation sandbox, using WebGL for both the fluid sim and the rendering.
We have used code from https://aeplay.github.io/WebFlood/ and https://github.com/dmlipinski/jsWAVES. https://lisyarus.github.io/blog/posts/simulating-water-over-terrain.html was also very helpful.
No LLMs were used to generate code or other assets.



Comments6
If you have a moment, I'd appreciate a rating on my latest game, Robot Workshop.