Farms and Polders Tycoon by sebbernery
Farms and Polders Tycoon let you manage a city near the sea. Your growth is limited by the available space, but you can create polders by building seawalls and pumping water. This need manpower and people need to eat and live somewhere. You start with one house, some food and a worker, your goal is to make a prosperous city of 100 inhabitants with 400 foods in storage.
Good luck !

Tips: * Use right click to move the camera ! * Your building must be connected to a road. Build a road is probably the first thing you should do. * Fields can't be harvested if it's not connected to a food storage by a road. * W on a house indicate total workers living here. On a pump or a crop field, it indicates how much people work in he building at the moment. * If you have 0 population, you lost. * When you win, in only display a notification, sorry, but thanks for playing !
Made by @picxinet and @SebBernery.
Music: "Industrious Ferret" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/

Tools used : * Haxe * Phaser * haxe-phaser3 * Inkscape * Blender * Bootstrap * VueJS
Edit: * added a tip for moving camera.
!!! Game update !!!: * We updated the game to try to fix the freeze that can happend after some minutes of gameplay. (A function that was called at each update is now called every seconds)
Ratings
| Overall | 208th | 3.756⭐ | 47🧑⚖️ |
| Fun | 232th | 3.633⭐ | 47🧑⚖️ |
| Innovation | 558th | 3.211⭐ | 47🧑⚖️ |
| Theme | 588th | 3.5⭐ | 47🧑⚖️ |
| Graphics | 196th | 4.078⭐ | 47🧑⚖️ |
| Humor | 571th | 2.628⭐ | 41🧑⚖️ |
| Mood | 226th | 3.567⭐ | 47🧑⚖️ |
| Given | 50🗳️ | 16🗨️ |
You can move the camera by right click and moving the mouse. I added it in the description of the game. It totally lacks a little tutorial to explain that kind of stuff :).
I will play this game longer than I intended.
- Interface is a bit confusing
- Pretty cool that you made a quite complicated game! Most people wont go for a sim or something like that. Unique! :D
- Playing the game in my browser while streaming was a bit laggy. Still playable tho ;)
- Getting flashbacks to Anno 1606, had good music.. just like this game ;)
- It might need a tutorial.
I'd also like to comment on the quality of the music, which really helps catching on at first !
Good job :)
Also, the game suddenly froze after about 5 minutes of playtime. No errors in the console, just stopped working and slowed down the browser.
I love the SimCity style concept and how you kept it simple. There are still a few technical hiccups, but this is awesome for a game made in 72 hours! I hope you keep working on this! :)
I had a few issues that could have easily been fixed (like colors on warning blending into the game area, like progress bars being really unintuitive), but the foundations are very solid. Congratulations!
My biggest issue was finding out how to remove the water. Pump placement requires 8 water tiles around it? I am still not 100% sure of the ruling. The game slowed down a *lot* after a while. I also had a glitch where the seawalls disappeared visually, and after a little while the music stopped playing. Sometimes the inhabitants were drawn in front of a building that they were actually behind.
The art looks very good and cute. It was a shame a full silo just has the 'full' text on it, rather than a visual depiction. The fields have nice art for the different stages. I wish the pump also had an *active* state, visually.
Very impressive work!
Draining and damming water is a novel mechanic, often overlooked by *everything and the kitchen sink* city builders. You could make it into a selling point; big future plans for the project I hope?
Expansion ideas:
- Resource management (money -> wages, build materials, electricity, etc.)
- Irrigation (canals, pumps, dealing with salt water and fresh water)
- Fertilization (natural produce / artificial chemicals)
- Pests (combat crop loss with traps, pesticides, etc.)
As mentioned by others the waterpumps slow anddown the simulation if the zone is large enough. Looking at the code the water pump update function and redrawing the whole map when a single tile has changed seem to be the culprits. Water pump drainage doesn't need to be calculated every frame as there is no constant effect attached to it. Updating individual sprites instead of the whole lot would improve performance as well.
Farm progress bars sometimes bug out, growing past the bounds. Just a little visual issue.
Creating sea walls adds in rubble, which doesn't seem to go away at all! It would be nice to be able to prioritise worker tasks (drain, cultivate, build, cleanup) on a global scale to get things done when they need doing.
Thematically this seems the reverse: I'm not running out of space, I'm making more of it! I was waiting for floods and earthquakes to mess things up, but they never made an appearance. The only way to run out of space is to build too many houses and have no food left to feed the workers. More of a user mistake that.
The visuals are utilitarian, clean and fitting. 2D renders of 3D models can go terribly wrong, but these work just fine.
Proper job, despite the theme miss.
Overall: *Above Average (3.5)*
Fun: *Above average (3.5)*
Innovation: *Good (4.0)*
Theme: *Reverse (1.5)*
Graphics: *Good (4.0)*
Humor: *Nonexistent (n/a)*
Mood: *Average (3.0)*
I was a bit surprised that it's impossible to rotate the buildings. Also, I had a hard time understanding how the seawall works. Maybe you could add some information about it in the instructions.
But even though, I think the game is a very good entry, good job! :wink:
However, unfortunately, I had **a lot** of issues regarding not only the gameplay, but also the performance.

After about 15 minutes I experienced severe performance issues (the game suddenly dropped from 60 fps to almost 0) and sadly it never recovered. Here is a screenshot of the Chrome task manager. I'm running the latest version of Chrome at the moment (68.0.3440.106).

- Music/sound stopped playing after about a minute of play.
- Seawalls aren't intuitive at first — I thought I had to place the walls individually, like roads, rather than allocating an entire area.
- The little bits of wall that appear when you create a sea wall never go away and can't be destroyed. Is that intentional? They never appear that close to the water's edge, so it seems odd.
- When I got to about 70 population, the framerate began to drop rapidly until the game was on pause, so sadly I had to give up before completing the objective.
All in all, though, great work! The art looked lovely and it definitely seems more than a weekend's work.
(Edit: Forgot to mention that it would be *amazing* to have a way to rotate buildings. I could have fit in so many more food storage buildings if that were the case.)