FaSi FiGa by OnePlusOne
Description
In FaSi FiGa you play as a farmer who is being attacked by a bunch of creatures. These creatures come from the ‘dense’ woods around your small farm. Be on the lookout whilst growing your crops. You might be suprised how quick they arrive once you start watering your plants.
What to do?
A quick introduction to the gameplay. Basically you first go ahead and pick up some of the seeds found at the tables near the barn. You bring those to the field and plant them. Atleast one seed has to be planted to start a wave. Upon wave start enemies spawn in the surrounding areas and come targeting the crops you planted. They will attack them and you have to try and defeat them. Which in this build is easy because for some reason every weapon one hits the enemies. Plants grow after they survived a wave. Are they then attacked and ‘killed’ in a following wave, then they will revert to the previous stage and so on until fully destroyed. If a plant grows fully (stage 4), then you can harvest it which spawns new seeds for you to plant on more spots (as of writing this there is a mistake where only a single seed is harvested making them overall seed count not go up). If all seeds are destroyed you lose the game. If you however manage to plant all seeds and fully grow them you win the game.
Well I still hope you guys enjoy the game a bit. There is not too much to do sadly.
How to play
|Action|Key(s)| |------|---| |Move|WASD| |Look|Mouse| |Attack|Left Mouse| |Pickup|E| |Use|F| |Drop|G|
To harvest crops you take the harvester (shovel) and press F on fully grown crops.
To start a wave you water your plants by pressing the button at the fountain.
Play
Known Issues
- Sometimes colliding with objects bounces you back
- Killing an enemy very early in a wave ends the wave but still spawns all remaining enemies
- All Weapons do one hits on enemies
- Mouse does not lock in WebGL version on itch
- Able to hit with seeds
- Enemies sometimes kill plants almost directly (1-2 hits)
- Enemies animator does not work correctly
Features I wanted to add
- Showing which button to press over objects
- Health bars
- Cooldown of the weapon delays
- Much nicer looking surrounding
- Correctly animating the enemies
Screenshots

Development
What a ride, and a chaotic one. First time for me doing the compo. The theme in my opinion really was not that great (the worst from the final round actually) however I still committed to doing it. My idea was to combine a farming simulator with a fighting game, which slowly turned into wave shooter. So in the end farming simulator + wave shooter.
Day 1
A very very chaotic start. The first few hours were me trying to come up with an idea. After not coming up with anything I proceeded to use on of those made generators for the theme. It did in fact help me get to the idea that I eventually did. Fast forward a little and I am already deep into programming. I knew I needed a lot of picking up and dropping items (tools, weapons, seeds, etc.). So I made a pickup script. I was so confident that using colliders for this would be the best way to go. Oh boy was I wrong. Well finishing that huge pickup script I lived through the day with very janky pickups :D. I proceeded to lay out the basic shape of the scene and starting making placeholder items which if I look at the game now made it into the final release :P! The rest was just some stuff for the overall visual look and preparing basic movement for the enemeis, so prebaking the area where the NavMehses can walk and already adjusting their settings.
Day 2
Right in the first hour I began rewriting the pickup script to use raycasts instead of colliders and triggers. It felt so much more smooth after that. I did think about using raycasts on day 1 and I am honestly not to sure why I didn't do it right from the start. Well carrying on most of day 2 was creating the growing, attacking and overall connections between the different game elements. The code I produced looks asbolutely terrible. To get a baisc idea its like this Script1 calls something on Script2, Script2 then something on Script3, while Script3 goes back to Script1 calls something there and maybe something else on Script2. You probably get the point. Its all a huge cluster**. The rest was mainly doing some nicer models and some particles to make the overall scene more visually appealing.
Day 2 evening
Well the evening. Only several hours until the deadline. First I get a bug. Alright no problem let me find it. 1 1/2 hours later I find out I was searching the wrong place all along. Managed to fix it, caused another one (now still present bug, check known issues). Moving on I did my first build. I was confident that I wouldnt get errors cause in the end it was all fairly simple code. Well look at that no errors build is done. I proceed to check the WebGL build and its an empty scene. Turns out because I was using the new lightweight scriptable render pipeline it wasnt rendering anything. That is due to the LSRP only supporting forward rendering whereas WebGL only supports deferred rendering. Well back to changing everything back to the old system. Luckily I didnt have to many assets so it was fairly quick (it did remove my painted grass from the terrain though :( ). Lastly I kinda forgot about winning and losing, because I mainly focused on the gameplay getting done (which is not fully done) I did a lats minute Time.timeScale = 0; so its a very anticlimactic win/loss (sorry :( ).
The name comes from the genres combined Farming Simulator - Fight Game -> Fa Si Fi Ga :D
| Source code | https://github.com/OnePlusOneNS/LudumDare41 |
| HTML5 (web) | https://oneplusonens.itch.io/fasi-figa |
| Windows | https://oneplusonens.itch.io/fasi-figa |
| Original URL | https://ldjam.com/events/ludum-dare/41/fasi-figa |
Ratings
| Overall | 586th | 2.95⭐ | 32🧑⚖️ |
| Fun | 661th | 2.414⭐ | 31🧑⚖️ |
| Innovation | 516th | 3⭐ | 30🧑⚖️ |
| Theme | 369th | 3.554⭐ | 30🧑⚖️ |
| Graphics | 140th | 3.783⭐ | 32🧑⚖️ |
| Humor | 457th | 2.288⭐ | 28🧑⚖️ |
| Mood | 547th | 2.607⭐ | 30🧑⚖️ |
| Given | 47🗳️ | 0🗨️ |
Also, I can't seem to pickup the items I dropped. And the plants suddenly disappeared. I don't know if they were full grown or not. I got them watered 5 or 6 times when they suddenly were gone.
@Vinterskog yea you are right its not very clear right of the start. I just added a small description for the gameplay, this might help you and hopefully others who come across this game.
As soon as I dropped something, I can not pick it up anymore. The water button does not work for me. Can you write a tutorial section?
cons: The mouse movement was a bit sensitive, and the game froze(?) just asI was about to poke the green dude
All in all, good work!
but overall - an excellent job!
@keravcin hey, looking nice! I will give it a try some time today! :)
@gyfis much appreciate the feedback. Especially to hear that it ticks the boxes of a proper LD submission is nice to hear! :D
@morphine Spot on! :D But weird that left click did not work.
@nilstastic Mouse sensitivity should now be a lot lower. If you want give it another try.
@Ben Hopkins & @Krystof Klestil Yea a tutorial would have been great. I noticed from all the comments that the entry into the game is one of the main issues. Written down for the next Compo/Jam. :P
Thanks again to everyone commenting and rating!