[graph_harvest]

Made in 9 days for Godot Wild Jam 83!

Consume a world of shapes as you build a portable node-based factory to rack up bigger and bigger numbers!

Estimated play time: 30-60+ minutes

Saves are fully functional - feel free to pick the game up and put it down whenever, or even transfer between computers or between web and desktop. Auto-saves occur at the end of every cycle.

Follow me on Bluesky: https://bsky.app/profile/fragskye.bsky.social

Controls

This game can be played mouse-only!

Optional keyboard controls

  • Use TAB, B, P, or ESC (except when in fullscreen web version) to open the shop and access menu options
  • Use WASD or arrow keys to pan the camera
  • Use +/-, Q/E, or X/Z to zoom in/out
  • Hold 1, 2, or 3 in the menu to load old save files if you messed something up. Loading will cycle backups, meaning spamming load backup 1 will toggle between the two most recent saves.

Left mouse button

  • Press menu buttons
  • Press buttons on nodes
  • Drag the name of a node to reposition it
  • Drag an output connector to link it to another node's input connector
  • Drag an input connector to link it to another node's output connector
  • Drag on the world to box-select multiple nodes. Hold shift to add to the current selection
  • Press on the world to be clear the current selection
  • Drag anywhere on a selected node to reposition the current selection. No other interactions can be made on selected nodes

Right mouse button

  • Press on a connector to clear its connection
  • Drag one node to another node to quick-connect the first's output connector to the first available input connector of the second. Anywhere on the node's body will work, you do not need to aim for the connectors or the title (Similar to Blender's Node Wrangler add-on)
  • Drag on the world to clear any connections you draw over (Similar to Blender's Node Wrangler add-on)
  • Hold shift and drag anywhere to pan the camera

Middle mouse button

  • Drag anywhere to pan the camera
  • Scroll to zoom in and out

Cheats

  • Hold ctrl+semicolon during game tick - Give 1.0ac of all resources and 1000 expansion tokens
  • Press ctrl+apostrophe - Expand a 33x33 square of chunks around the world origin

Guide

The controls section includes many shortcuts to make handling your nodes & connections more painless, even when there's a lot to manage. It's worth reading.

This game uses AA notation for its big numbers. 1.0aa = 1 quadrillion (1e15), 1.0ab = 1 quintillion (1e18), 1.0ac = 1 sextillion (1e21) and so on.

More purchase options will unlock in the shop when you gain a resource for the first time. These nodes get more and more powerful, so it's good to focus on reaching at least 1 of a higher tier resource.

When possible, you should add first, then multiply, then use power functions in order to get the largest number you can out of a set of nodes. The power nodes (n^1.1, n^1.2, n^1.3) are EXTREMELY powerful the larger the input you give them, particularly n^1.3. Once money becomes no object, it's worth doing everything in astroids for n^1.3 and then converting back if necessary.

In the endgame, if you favor a more passive playstyle, you can use square generator nodes and simply focus on buying every power node you find. If you favor a more active playstyle, n*5^(Active Harvesters) will scale to massive numbers if you build an array of harvesters you can drag to new sections of the world.

Endgame accumulators offer a way to satisfy the victory node's conditions with a factory that only outputs one connection of resources. Simply fill it up, move the connection you used to fill it back into the victory node, hook its outputs to converters, and activate the accumulator. The victory node will remember that its conditions were met.

If you like, consider not using the endgame accumulator as an optional hard mode.

Game frozen?

If you were just playing normally and it froze, there's probably a WebGL error in your console. Honestly, I have no idea what causes this, I assume it's some obscure Godot bug since there's none of my code in the stack trace. The game autosaves at the end of every cycle, so if you refresh the page and continue, you shouldn't be set back by more than 50 seconds.

If you let the victory animation play out for a while and the game saved, the world might be too big to load without running into the memory limit your browser set. If you can no longer enter the game, the contents of your save are printed in your browser's developer console on load as a failsafe. You should be able to copy the contents of this massive message into a file named "game_save.json" and resume playing your save in a non-web, desktop version. If you want to be able to access the web build again, you can either delete the site data from your browser, or hold ctrl+shift+period as the game starts up to clear your save.

Credit

Tools used

  • Godot 4.5
  • Photoshop

Plugins used

No, it's not a typo.

Published 1 day ago
StatusReleased
PlatformsHTML5, Windows, macOS, Linux
Rating
Rated 1.0 out of 5 stars
(1 total ratings)
Authorfragskye
GenreStrategy
Made withGodot, Adobe Photoshop, Substance Painter & designer
Tags2D, Casual, Experimental, Godot, Idle, Incremental, Math, Minimalist, No AI, Singleplayer
Average sessionAbout an hour
LanguagesEnglish
InputsKeyboard, Mouse
AccessibilityColor-blind friendly, High-contrast

Download

Download
Jam Version - Windows x86_64 38 MB
Download
Jam Version - Mac 66 MB
Download
Jam Version - Linux x86_64 31 MB

Comments

Log in with itch.io to leave a comment.

(+1)

This is a good and original game, congrats on making it in only 9 days!


A few recommendations if you want to improve on it.

1. Gameplay

I got stuck early on, because I had no idea that it was possible to scroll. The documentation starts with "the game can be played entirely with the mouse" so I stopped reading there but that was a mistake.

It would help a lot if you had some onscreen buttons for zoom in/out. Ideally with tooltip that share the Q/E keyboard shortcut.

The "add" block came up early, but at the beginning this block is not needed since final outputs are added as needed and the bank block wasn't there yet. Consider making sure the "add" block only shows up after the bank block.

2. User interface

- the shop would be a lot more readable if buttons and machines looked different.

- I was expecting the shop UI to go away if I click outside of the shop "window".

- when moving with the arrow keys, players expect the shift key to speed up the movement (this is especially important in this game since you quickly get a large map)

- scrolling with the mouse was unsatisfying (this was on Firefox) it proceeds by big steps that somehow aren't the size I want. It would be much nicer to have faster, finer-grained scrolling, plus on-screen buttons to zoom to exact useful sizes (one map square, 3x3 map squares, etc.)

- we quickly end up having to spend some time zoomed out, and then it's impossible to read the squares. It would be nice to have easily parseable visual effects to indicate "bank full" or "no square in range of square harvester"

- for a game with spread-out units like this, consider starcraft-style keybindings: press control-1 to control-9 while a unit (or more) is selected to save the selection. Press 1-9 to select that unit again. Press it a second time quickly after to move to that unit. This would make navigation much more pleasant.