Multiple people commented about the graphics looking big. Poking at the code, I'm realising I set the desktop size to 120% for debugging, and never sized it back down! π
Fortunately, everything is sized with rems. So scaling the browser font up and down resizes the farm. π§βπΎ
My #js13k game, Dewdrop Farm, came in 98th!
People seemed to really like the graphics, which I'm super happy about. I think I spent as much time in @aseprite this year as I did in @code!
https://t.co/Gzz0pm51AD
Though none of that graphics goodness would have been possible without @opengameart. Once I found a set of farming crop tiles by josehzz, those set the tone (and colour palette!) for the while game. π πππ₯π₯π»
https://t.co/lt8yg2RKx3
I finally finished my #js13k post-mortem for Dewdrop Farm. At 21,120 bytes (not counting images!) it's about 1.65 times bigger than the game itself.
https://t.co/6U4yP1A8DZ
That's why @TheSmitchell's Winter Flower Market exploit works. It's not something I designed. It emerged out of intersecting gameplay mechanics and was discovered by a player. I think it's brilliant!
Happy winter farming! βοΈπ§βπΎππ·πΉπ»
Day 1 of #js13k play time!
Now that Dewdrop Farm is live, I wanted to do a thread on winter farming strategies. Winter is the season I was stuck on for a long time, so here are some tips on getting through it. βοΈπ§βπΎ
https://t.co/Gzz0pm51AD
Wildflowers pick their flower type when they're planted. So planting a wildflower seed and picking it back up gives you a flower seed. Since you can sell anything in your inventory during any season, you can sell wildflower seeds in the winter for profit.
@msleeperdotcom Thanks! I'll do a thread at some point on bunny management tips. Because of that bunny, I spent a lot of my early play time only farming the bottom two rows.π
Day 28 of #js13k. 13,006 bytes used (97.70%).
The farm got some colour tweaks today. Water now renders on tilled land, not grass, and the plant stems no longer blend into the soil. The big win was switching from webpack to Rollup. That saved a little over 500 bytes.
I moved all the statistics into their own screen. I don't really want this to be a "chase the numbers" game. More of an "idle moments" game. I also added a way to clear local storage and start a new game.
The more experience you have, the better your chances that a wildflower seed will grow a seasonal crop. I trimmed back the number of crops to save bytes, so there are now only three crops per season. But thanks to local storage save games, you can grow a passive wildflower farm!
Day 27 of #js13k. 13,468 bytes used (101.17%).
The farm now has an experience system! You earn experience by harvesting crops and petting the bunny. Plus, you can never run out of cash, since the store has free wildflower seeds in the winter.
My biggest question when I joined was "How does the design team do it?" and the biggest surprise was "The same way everyone else does: start with a blank editor then type until it's done."
What that looks like concretely:
https://t.co/7UNlWi2xnm