A minimalist arcade puzzler about harvesting cards.
How to play:
Drag cards from the right onto the board. When you plant a veggie next to another with the same number and type, you collect 1 from each in the matching group, which gives you points and reduces those cards by 1.
If you plant a veggie next to a watered border, the card's value increases by 1.
Basket cards are wild: you'll collect veggies from all adjacent groups matching its number, no matter their type.
Try to harvest as many veggies as possible before you run out of space!
Made for Ludum Dare #52 (harvest) by:
https://knexator.itch.io/: programming
Woffelson: additional pixel art
Pinchazumos: music sounds and game design
Ranked #16 overall, #9 in the "fun" category.
Most graphic assets made byDaniel Diggle
Thanks to the Paradise folks for their help and suggestions.
Status | Released |
Platforms | HTML5 |
Rating | Rated 4.7 out of 5 stars (21 total ratings) |
Authors | pinchazumos,Woffelson,knexator |
Genre | Card Game,Puzzle |
Tags | Arcade,garden,High Score,Ludum Dare 52,Minimalist,pixel,Turn-based |
Average session | A few minutes |
Languages | English |
Inputs | Mouse |
Accessibility | Color-blind friendly,Textless |
Links | Ludum Dare |
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I like that computerized board games can take the tedium out of upkeep, like Through the Dalia. King of Veggies would be very difficult to update IRL. I know that some board games divide the shuffle and then complete the cut. If that's what's going on here, it doesn't seem like part of the game. It seems to just shut down the party. I'd rather have a shuffle system that would let me play for days if I'm able to keep up with the logic.
It's a bit like solitaire in that sometimes you'll just get an unwinnable spread of cards late-game, but sometimes they all work out. After another two weeks of playing sporadically I have just now got my all time high of 227. My strategy is to try and hold back playing a basket of 1 for as long as possible, as the 1s get more valuable the longer the game goes on. (Though funnily enough, in this last match I got *too many* 1s)
just spitballin' here:
I think there's a good core gameplay loop and I'm excited by the potential for complexity that it offers. And the game itself it just nice to look at! The details around the play area like the path and flowers and rocks are really cute, and I like how you used a little forest area in the lower right of the screen to reduce the amount of negative space there. Also, the way the cards wiggle and bounce are fun without being too visually noisy, and that the cursor changes from the arrow to hand to closed hand is a cute and thoughtful detail. :3
The "tool" cards as we called them were supposed to do similar things to what you mentioned. we cut them out for time purposes, though I'll admit they weren't as interesting as they sound.
I agree usually you feel like you'd like water to be optional instead of mandatory, though I think thats more the result of simplifying the water layout and raising the card value maximum, both of which butchered the original water mechanism lol. I like the sound of the compost bin! If we work on this further I'll give a try and see if discarding the highest cards isn't always obvious.
Thanks a lot for the suggestions!