Co-op Farming Game

This idea starts the farm simulation mechanic from games like Natsume's Harvest Moon — every day, you have to manage your time and your stamina to plant, water, and harvest crops. The better your can manage your time and energy, the more crops you can harvest and more money you earn.

And to be clear: this is not "Farmville"-style gameplay! Games like those are farm management. While you decide what to plan, when to plant, and when to harvest, you leave the work to your (invisible) workers.

The gameplay of Harvest Moon has all of the above, although you have to till the fields, plant the seeds, water the plants daily... then harvest it. Lots more work.

Available Demos

Credits & Acknowledgements

Game Sprites — all done by hand.

Game Engine — all from scratch, based on studying examples across three tutorials.

Shout out to Scott D., because his interest in working together on a multi-player browser game inspired me to build this prototype.

Recommended Tutorials

Modular Game Worlds in Phaser 3 (Tilemaps #1) — offers a good foundation for understanding how levels (tilemaps) are created in video games. (Everything from Mario to Final Fantasy.) Additionally, this tutorial does well in explaining how to build tilemaps in Phaser. I suggest you stop when you reach the Moving with Physics section. That becomes a whole separate tutorial, specific to platform games.

Grid-Based Movement in a Top-Down 2D RPG With Phaser 3 — focuses on the classic grid-based movement seen in games like Final Fantasy and other jRPG games. You can either follow the tutorial, or explore the finished code in GitHub.