You are a witch who is defending her garden from enroaching weeds.

This game is played just with the mouse.

In each day you can walk and cast a spell. Choose which you'd like to do next with the Spell and Walk buttons.

To cast a spell you must be in a square with the edge of a magic circle inside it. Those magic circles emanate from some of your plants. The more intersections of those lines, the more powerful your spells will become. The purple symbols in the squares show the power level of standing in that square.

Other plants will grow things that can be harvested. Start or end your day next to ripe produce to harvest it. You'll sell harvestables for money to buy new plants.

Use the Day Preview to see where the magic circles will be and when the fruit will be ready.

Watch out for weeds! They sprout on the edges of your garden and start spreading to crowd out your plants. Spreading and sprouting will hurt you or your plants; whatever is in the way.

At the end of the season you can buy plants and propagate one existing plant you have for free. If you have any self-propagating plants you'll get an extra plant of that type each season.


Special thanks to Cindy for advice, research, playtesting, and love; and to Triple Lasers for playtesting and advice.

StatusIn development
PlatformsHTML5
Rating
Rated 4.0 out of 5 stars
(1 total ratings)
AuthorMeeinotl
GenreStrategy
Made withAudacity, p5.js
Tags2D, Pixel Art, Singleplayer, Turn-based, Turn-based Strategy
Average sessionAbout a half-hour
LanguagesEnglish
InputsMouse

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Magic Ripples - Design Document.pdf 347 kB
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Priorities.md 6 kB
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NeededArt.md 3 kB

Comments

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I like this game. I think this is an interesting take on strategy gameplay, and once I understood the gameplay better I liked the day preview feature as an idea, as well as the way each spell has an area of effect.

I never quite figured out how to use stones or if they are a good weapon to choose. I think it would be neat to see the weeds grow in the preview window as well! (as they would if you had no affect on them. I feel like that might add to the overall strategy and theme. The game is still somewhat self explanatory, so I think you have made a pretty intuitive design.

I think the game needs some onboarding to explain the mechanics by showing rather than telling, one at a time, but for the time allotted this is really amazing!