wooby

gay dog

welcome to dog !!
gay transfemme nerd
over 21
please don't follow if you're under 18
avi 🎨: @VCRStatic


discord
@wooby
matrix
@woobyrubes:matrix.org
website
ruby.gay/

hi! im running a small pre-alpha playtest on a game i'm working on -- if you want to try it out, here's the link!

feel free to jump in! or if you want help, read more!


in essence, i'm attempting to create a roguelike deck-building farming game.

  • you are given a hand of six cards, consisting of actions (harvest/water/fertilize) and various different plants
  • each cell (the squares with the coordinates and the percentages) has a hydration (on the left, in blue) and a fertility level (on the right, in brown)
  • click a card to select it, then click a cell to apply it to! each time you do, everything ticks along!
  • using a plant on a cell will plant that thing. you can plant over other plants, too!
  • you can water and fertilize cells at any time, but you may only harvest a cell with a plant in it.
  • when plants reach maturity, harvest them for money!
    • plants with high hydration values will mature faster (up to 3x faster)
    • plants with high fertility will yield more crops (up to the number stated in the tooltip)
    • keep your hydration high, and fertilize your crops for the most money!
  • every 7 days, the shop rolls by! you're forced to pay rent, unfortunately, but after that you can buy new plants (and more?)
    • rent will keep going up -- make sure you're keeping up!
    • the game is over when you don't have enough money to pay rent. refresh to start again!

a couple of extra notes on the current state of the game:

  • the game is very punishing right now; this isn't quite intentional, but it's at least a known issue
  • the shop isn't at all finished! right now it's essentially just a slot machine. eventually it won't be, i promise!
  • everything's very programmer graphics-y! sorry!
  • it should at least be playable on mobile, but tooltips don't work at all unfortunately, so try a desktop browser!
  • there's a link to a feedback form in case you want to send any notes my way! i've never balanced a game like this before, so feel free to chime in with suggestions and ideas if you have any!
  • i guess you can kinda share this around but it's obviously very unfinished! all i ask is that if and when i polish this up, you share that even more! (if you'd like!)

thats kinda it! let me know if you have any questions, and thanks for playing! i hope it's fun!!


You must log in to comment.

in reply to @wooby's post:

this is cute and neat!

is there a way to skip to the next day? for example, I just started and I have the harvest option, but none of my crops are fully harvestable. I don't seem to be able to skip to the next day without using all my actions, so I have to harvest something early to progress to the next day. Is that intentional?

edit: oops I meant to post a screenshot: https://staging.cohostcdn.org/attachment/af810c6c-cf9c-4201-b618-8b5d2d20f1cd/ruby-farm-game.png

ooo gotcha! thanks for explaining. :)

out of curiosity, is there anything to avoid a soft-lock where all your fields are empty and your hand contains only harvest cards?

edit: oops, I see there's a feedback link now, I'll put future feedback into the google form :)

the draw code tries to explicitly prevent this, which is possible in all but the most dire of situations. but with the starter deck it should be theoretically impossible to draw into a harvest overload (until you start adding cards, of course)

also no worries! comments here are fine too, just harder to track. and obviously i can't respond to questions in the form

Got it! That's nice that the draw logic tries to prevent that :)

Is the 1 card you leave unused each turn returned to the deck immediately? or is the deck replenished/reshuffled only at some cadence like weekly?

that's still pretty good! i think as i add more into the game the difficulty will naturally settle down, so you'll be able to get more money more efficiently

made it to the third shop!...once :) this is a great concept for a game, but yeah, you're gonna need to work on the balance a quite a bit... an understatement because these sorts of games thrive on tweaking their balance until you find that right level of the player feeling like they're just barely beating the odds

feels bad early on in the first week when you get a bunch of 'harvest' cards, but you have a garden full of freshly planted crops and you can't progress to the next day. i understand the balance idea behind it, but it might be you want 1 or 2 more plants in the starting deck so that just happens a little less often?

the concept of how watering and fertilizing works makes sense... but it feels very opaque to me as the player how much those numbers are really effecting my farming power. i think it might be a good idea to display on the mouseover tooltip something like "3x growth rate!" or whatever with high level of water or "Crops: 5" with high level of fertilizer to fully spell out to the player exactly what is going on

think those are my only thoughts as it stands... keep going! i love these sort of games and look forward to what you do with it as you work on it