Tip: I suggest playing the game on desktop for a better experience, as the web version may have shader bugs and performance issues.

This is a demo, wishlist Harventure on Steam to get notified when the full game comes out!

Harventure is an incremental game inspired by To the Core and Nodebuster. Harvest resources, explore unique islands, and upgrade your skill tree.

Collect all the resources from each island to finally destroy the corruption that plagues it. The corruption runs deeper with every new island. Will you be able to cleanse them all?

Enjoy 60 to 90 minutes of relaxing harvesting and satisfying upgrades in this demo.


🪓 Harvest Resources


The islands are rich in resources, be prepared to harvest them all. 

You will start from wood and stone up to more precious resources, use them to upgrade the skill tree or learn new abilities.


🍄 Upgrade Abilites


Spend resources to unlock new upgrades and upgrade your skill tree.

Learn powerful abilities such as lightnings, shockwaves, explosions, and unlock automation for harvesting.


🔍 Explore Islands

Unlock and explore new islands each with its unique biome and resources.


🎮 Demo Content

  • The demo has 60 to 90 minutes of content, up to 2 hours if you want to fully complete the upgrades tree.
  • A tree with 45+ upgrades to be purchased. We aim to have atleast 100+ upgrades in the full game.
  • There are 4 unique islands with different resources and infinite replayability. The full game will have much more islands to explore.
  • A cozy and chill mood. We developed this game to be  a relaxing experience for us and for our players.


💠 Wishlist on Steam

You can support us by wishlisting Harventure on Steam! You will get notified when the full game will come out.

StatusIn development
PlatformsHTML5, Windows
Rating
Rated 4.6 out of 5 stars
(73 total ratings)
AuthorIcyQuill
GenreSimulation
Made withUnity
TagsClicker, Farming, Idle, Incremental, Pixel Art
LinksSteam

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Harventure 70 MB

Development log

Comments

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Viewing most recent comments 1 to 40 of 41 · Next page · Last page

This is amazing :D

Thank you! <3

(+1)

I LOVE IT! CANT WAIT FOR THE FULL VERSION

Happy to hear that :D

(+1)

Relaxing and fun! I like that there is no combat because that's not my kind of thing. Got my levels up to 38 Tier I, 16 Tier II, and 6 Tier III. Excited for the full game!

Oh, I accidentally clicked New Game and lost my progress though, but now I get to play it again, I guess? :)

(+1)

Glad you liked it!

Sorry about that issue. I’ll add a confirmation dialog before starting a new game!

loved the demo, added the game into my wishlist, good luck with the project!

Thankss <3

Hey, I 100%’d the game — it was really nice! I love the background music and aesthetic of the game. Already wishlisted it and looking forward to the release!

I have one suggestion: maybe you could add a feature where you can rotate your aiming area (with the "Harvest Area" upgrade).
For example, pressing "R" to move the extra harvest area from bottom right to bottom left, etc.

Amazing game, keep it up!

Thanks for playing and for the suggestion, I'll keep it in mind :)

i haven't even gotten to T3 island, but I'm going to wishlist it now before i forget.

Thank you so much!

np hope you have a good time developing / a good day!

Greate game! I look forward to the official launch.

Thank you :)

(2 edits)

Nice game! I would like to translate your game into Turkish if you're interested!! (Professionally)

(+1)

Thanks for playing! Sorry, but we're not interested right now.

beautiful game at first, but then it gets really repetitive with just clicking resources and clicking them many times to make progress. would love some balancing changes for more progress or more tiles affected or anything. also would love to be able to rotate those 1x3 sqaures i affect for some strategy on which ones to get maybe

Thanks for the feedback! We’re adding a lot more content in the full game :D

(+1)

I NEED MOAR

Soon :P

(+1)

Ohhh i really like this, the style is great + it felt pretty balanced for a demo, i was able to 100% everything without feeling like i was overflowing with useless items, which can sometimes be a problem in these types of games. XD 
My only criticism is i think the auto click option would be a lot better if it were able to be triggered with a click. If you're trying to be optimized, it can be frustrating for it to just automatically click constantly because lining up your clicks can really matter if your stamina is low, but if it were activated by clicking once and then could be deactivated with another click until you line up where you want it again, that'd be a lot more useful?

Thanks for playing and for the suggestion!
I think I’ll add a button to switch between auto and manual clicking in the next update.

Hey, I tried downloading the demo, but windows says it found a virus and blocked it. Trojan:Script/Sabsik.FL.A!ml Can you check on this?

Hello! Thanks for the heads-up.

The game is completely safe and doesn’t contain any viruses. It’s just a false positive from Windows Defender.
You can safely ignore the warning, or try updating Windows/Windows Defender to fix it.

(+2)

Just 100%ed the demo!

Nice! Hope you liked it :)

(+1)

Really nice game, finished the demo in a few hours, wishlisted on steam and looking forward to it being released :)

(+1)

Thank you! :)

Oh.. I played for like 2-3 hours, went back.. didn't saved.. well.. :(

Sorry about that! The desktop version shouldn’t have this issue, since it saves the game directly on your PC :)

(+5)

Goodmorning, what's your order?

Cacti? How many? ALL THEM?




My head when there"s only cactus upgrades.

(+1)

Hahaha, yeah… we rebalanced the resource distribution in the skill tree for the next update :D

(+3)

Nice game, but the isometric perspective is really not a good fit (resources can be hidden behind others, often not possible to accurately point where you want to harvest, esp. with larger harvesting area). 

(+2)

Thanks, we fixed this issue by making the resources transparent if aiming behind them.

We are going to upload the update asap! :D

(1 edit)

Beautiful pixelated style, great icons and enviroment. Are these 3d models displayed at a low resolution with post processing, or plain pixel art? Looks good either way.

I liked the tectonic and star fragment abilities. Nice way to spice up the clicks a bit. If you got a lot less stamina, the tectonic deals more damage and it charges every 3 clicks or something, there's some potential puzzle-ish gameplay here.

Personally not a big fan of the stamina-based rounds with upgrade tree genre. IMO the rounds don't add much. I'm clicking back and forth between the main gameplay and the upgrade tree when they could easily fit on a single screen. I'm missing the satisfaction of seeing an upgrade become available right as you gather the last requirement. Plus too much menuing. However, as far as Nodebuster-likes go, this one is pretty well done.

The effects are satisfying. But the main gameplay got a bit stale by the time I reached Tier 3. I'm curious what sort of idle upgrades you are planning like you replied to another comment.

(+1)

Thanks for the feedback!

Yeah, those are 3d models rendered in a low resolution texture, then upscaled.

manual click to harvest option please

(+1)

You can enable the manual click in the settings/options.

We are going to make it the default in the next update.

Great, didn't figure out how to harvest on Android, since there is no hover. Will try the setting.

If you complete getting a resource and run out of stamina, the pop-up keeps you from collecting the item.  If this is by design, please don't show the resource on the map.  If not, please give me my resource.

We are going to fix it in the next update, sorry about that!

I keep running out of stamina, does it ever re grow? I can only play for like 30 seconds then it tells me to restart.

Yes, you need to buy upgrades in the hub :)

Itch has been acting weird, I didnt think it posted this comment. But I did eventually figure it out. Thank you!

(+1)

favorite cozy casual game ive played, really good gameplay with a progression that never frustrated me, and even if it is doing just the same thing over and over again, I never felt bored. Overall great game and will be wishlisting. Will my save here go to the final game? Bc I finished everything in the demo and it would be sad to lose all progress

If you are playing on desktop I'll try to keep the save files! Hopefully the save file's structure won't be changed.

(+1)

Thanks!

(+1)

Im like 5 minutes into playing this and I love it. Keep it up this is so cozy and amazing.

Thank you!

(+1)

I have no unlocked everything, very interested to see where it goes

Really cool game, played an hour of it.. Keep it up 😁

Thanks :)

(+1)

cool game. might be a web exclusive problem but the lightning sprite was a purple square and the storm upgrade had no description.

There is an issue with the lightning shader on web (bit hard to fix :P).

We fixed the Storm description locally, thanks! We will upload the game when the update is ready.

(+2)

It's a bit hard to retrieve a resource you've successfully harvested once you run out of energy if the "you've run out of stamina" box is blocking it. I'm still playing so will add any other notes I have but am really enjoying it!

Yeah, we are working on a fix for the next update. Sorry!

(1 edit) (+1)

J'ai téléchargé gratuitement le jeu afin de voir ce qu'il valait, je l'ai terminé en 2h à peine. 

J'ai donc ensuite fait un don de 12$ (prix pour j'aurai pu acheter ce jeu !!)

Belle découverte et très relaxant !

Wow, thank you so much!! I really appreciate it! :D

Will this be released on Itch also, or just Steam?

I don't know yet! I'll think about that.

(+2)

Addictive game. I really liked it and like others finished off the Tech tree.   Suggestion comments on the auto clicker.   1. Don't have it take affect till play clicks on the map.   Also have it where you click again and it turns off.    Having a built in auto clicker I think is good. since 80% of players are going to use a 3rd party app if you don't.   

(+1)

Thanks for the suggestion!

(+1)

i'm guessing that most of the testers here have not played the "very positive" reviewed game on steam named "keep on mining"......(sold way over 100k copies at $5) i believe with a little tweeking this game can be as good as that game! really liked your demo and had it wishlisted a few days ago when i see it on steam, keep up the great work and please dont be sidetracked to keeping a few testers happy as many people love this concept of a game!

(+1)

Thank you so much for the kind words! I really appreciate :D

(+1)

I enjoyed the elements that are here quite a bit. 

One small suggestion: I think the Shockwave should either be an activated ability or should be predictable after a certain number of attacks/destroys. It doesn't have much identity to distinguish it from the lightning as it currently stands, and since you can't plan around when it will trigger, I found that it would often disrupt patterns in an undesirable way. 

Fun stuff. Looking forward to the release. 

Thanks! I'll think about that :)

(+2)

fun game but not really a idle game as it lacks a passive way to gain resources

Thanks for playing!

You're right, this is an early demo so I didn't implement it yet! It will be available in the full game :)

Surprisingly fun game for how simple it feels. Congrats! If you guys need an extra hand on deck with art, animation, ui, video, as contract or hire, let me know. I'd love to help!

Thank you so much!

(+3)

Wishlisted. 100%'d the tree on the demo. Nice relaxing game.

Thanks :)

(3 edits) (+2)

After having completed all upgrades, these are my findings and honest opinion:

As for the sound:

- The lo-fi background music is fine, but after progressing and having the resources destroyed quicker, it should pick up, giving a feeling of progression on the music part aswell.

- Sound effects are fine except for the stars, as their overlapping sound effect is unpleasant, it needs to be looked into (and maybe limit on how many sound effects can play at a time)

As for the IU:

The inventory tab is redundant, as you can see upgrade costs on the upgrade tree. There be a feature added for the inventory tab, like consume X amount of a resource to apply a multiplier when collecting more.

- Area selection does not feel great, having to click twice and the resources available showing twice. This could be made easier, like adding arrows next to the level number on the area selection and moving the necessary info on the hover popup window (like extra resources for the level difficulty)

-Options menu can not be accessed in runs, please add that in. (Escape key and/or a button)

As for the gameloop:

The resource requirements should always be balanced (maybe tally the max upgrade costs and balance them accordingly) as I have over 1000 gold and 800 leaves remaining due to the extra cactus cost of Stamina III. This has to be looked into.

Area level benefits did not feel good enough. In the endgame was better to stay on the low tiers, having stars destroy the resources in a couple of seconds then starting a new run instead of going to the higher levels.

- There needs to be an "Overheal" mechanic or upgrade, as auto collection collects resources at maximum stamina, wasting the benefit from "Absorption" and such. All upgrades should feel beneficial, but autocollect made me question if I actually should get it or not.

- Level points and Umbracite should have an infinite sink, since they become obsolete (even if more upgrades are added later on), there should be an upgrade after all other are complete to use them to scale infinitely.

- Upgrades that can be purchased for the first time do not stand out, they need a distinctive color border that the player can notice in an instant.

- There should be an upgrade, that lets you collect (or does it by itself) all resources left on the map when it is complete.

- Some resources are not visible due to the trees, when hovering over those said resources, the ones in front of them should be semi-transparent around the cursor, also it would be nice to have the ability to click on empty tiles for strategic purposes (and an option to have the targeted tile always outlined even if it is empty). 

Final words:

What we can see here, is a great base for a game that could eventually be a big hit among incremental enjoyers. A couple parts need revising, but I am looking forward to seeing and playing Harventure in the future. (And for the sake of us all, please make autoclicker disabled by default, and notify the player that it is there if they choose to use it)

After all the constructive criticism, I do Thank you for making this game and best of luck in the future.

Wow, that’s a great comment! Thanks a lot for all your feedback and suggestions, they’re super helpful. I’ll try to answer each of your points!

Sound:

  • I agree, the music can get a bit repetitive as progression goes on. This is probably my weakest area in game dev. Do you know any games I could check out that handle this well?

  • I’m currently refactoring the audio system and lowering the pitch of some sounds.


UI:

  • Thanks for the suggestions, I’ll work on improving the UI/UX.

  • Settings will be added in-game in the next update.


Gameplay:

  • Overheal + Absorption: I think I’ll make it so that auto-collect also triggers on-collect effects.

  • Endgame and levels: this is a tough one. I’m trying to find a solution without changing the game too much. Do you have any suggestions?

  • Resources: I’ll try to improve the resource balance.

  • Umbracite: the final game will include different ways to sink Umbracite.

  • Auto-collect after finishing a level: we’re reworking how level completion works. Maybe the level won’t end until every resource is collected.

  • Clicking on the ground: we’re implementing this!

(+1)

First of all, thank you for considering my recommendations. Here are what I can add in reply to the questions above:

As an incremental game, the two focus points should be progression, and how the game feels, therefore:

Sound:

The best example I can think of as for the music, is Tetris Effect: Connected.


The video above has many examples for how the game picks up the pace of the music with more lines completed. Maybe implement a (possibly hidden) avg. damage counter that would scale the tempo of the music while in play, perhaps after reaching a certain avg. damage switch to another, more catchy tune (look up dynamic/adaptive music and what it entails). For the beginning of the game the current music is great though.

As an alternative, you could also make it so that the number of triggered damaging effects scale music intensity. Either way, just make sure that the intensity/tempo scaling feels smooth.

Gameplay:

- For endgame and levels, having a hidden coefficient for possible damage per click (considering base damage, crit%, crit damage, extra damaging effects, etc.) and scaling level difficulty accordingly could help. 

- Making the player go back to the previous level a couple times is completely fine, the issue rises when it becomes the default and obvious choice.

- Maybe even implement a function where the total number of levels completed (repeated completion of the same level would not count, just once) would unlock more options to scale up your damage. This would not change anything fundamental about the game and only add potential for keeping up with the scaling resource hp.

- Another feature that could be added later on the line, is an upgrade enabling homing of stars, or perhaps them bouncing back from the sides, as it would feel good.

- As for the required resource balancing, it is fine to have a couple rare resources that the player lacks, but it makes no sense for it to be cactus, rather make it a gemstone or something similar (if this is expanded upon, a trade-in of other resources for it could be considered thus making use of the inventory panel).

As for the rest:

- A huge positive that I did not mention before is not running into any minor or major bugs while playing (well done!), only slight inconveniences, which will eventually be ironed out. 

As I stated in the beginning, focus on how the game feels and whether it provides the satisfaction the player is looking for. 


Does the game scratch that itchy spot in the middle of your back? If not find out why and improve on that. 

If it did until a certain point, find out when it stopped doing it and revise that point of game progression.

Best of luck!

(+2)

Beautiful game. My feedback:

  • As others have pointed out the auto clicker is annoying. E.g. when the level starts I'll often use up one of my attacks on a resource I didnt intend to mine just because that's where the cursor started.
  • If you move away from the auto clicker it'll mean that players can also make more "clever" use of their attacks. E.g. at the moment I can't attack something that's: resource gap resource since the auto clicker wont fire when the cursor is over the gap. If it's click and hold then I can suddenly attack both those resources at the same time.
  • I don't mind the lofi music (saw another comment about it)
  • Not sure if you've seen the idle cub youtube video, but I agree with his complaint about when you finish mining just as you run out of stamina then you don't get the resource you just finished. Possibly add a special case for this? If I haven't picked up something I mined earlier then that's on me. It's just that last resource that feels mean not to get.
  • It somehow feels like the run ends almost before my stamina runs out. It might be to do with how you're showing it going down.

Anyway, great work - I think it's really close. Wishlisted.

Thanks a lot for the suggestions!

We’re definitely working on improving all the points you mentioned.

Hope you’ll give it another try after the update :D

(1 edit) (+1)

Nice game overall, but a lot of game design issues (Iam a game designer so here are my thoughs):

1) Lofi as the background music, it does't fit the game very well in my opinion (look at Forager).

2) AuTOcLicker???? Why?? A concept you NEED to understand is "feedback", the player gets some fun when the game react to an action, currently you just move your cursor and the game does't really do anything related. But if you have to CLICK to harvest the resources, it would create a "feedback": clicking -> resource get damaged. This would make it more immerssive and less boring.
But make it an option, because it can get really tiring after some time, an option to choose between "auto, click, hold" would be nice.

3) The upgrades tree, UI, and other things too... there is too much to say about it in a single message (the game designer problem lol), soo, idk, if you want to know how to improve it you can always give me your discord so we can talk here.

But the game certainly have a lot of potential.

I would love to talk with you about game design. Would you mind joining this Discord server? (https://discord.gg/ep4t93D93p)

1) We found that the lofi music was relaxing with this kind of game. But I get what you mean by that!

2) We enabled the autoclick by default in this demo (you can disable in the settings). But after many feedbacks like yours we are going to rework it, maybe with a button that let you toggle between auto and manual (WIP).

3) I would like to know your opinion on the game design. I hope you will join the server.

Thanks for the suggestions!!

(+1)

really fun so far! But the star fragment sound effect hurts my ears a bit. Not sure if it's because it's too loud or at a weird pitch, but maybe it could be tweaked slightly? Other than that I've been enjoying the game!

Thank you :)

I'll give it a look, I think there could be an issue with multiple audios.

(3 edits) (+2)

The visual effect for lightning appears to be broken. Appears as a purple rectangle. Brave browser, windows 11. 
Also, the upgrade "Storm" has no description.

Enjoying the game!

Yeah, the web version can have some shader issues.

We recommend playing on desktop for a smoother experience (and less lag).

Thanks a lot for the feedback <3

(-4)

it's just really boring. i barely feel stronger when i buy upgrades.. even many upgrades. and it's just grinding the same thing over and over again.

there were a bunch of pretty obvious things you could have done to make it more engaging and fun.

(+1)

Thanks for the feedback!

What would you improve to make it more engaging?

(-2)

For one thing, since the positioning of your cursor matters so much for "area of attack", it's annoying that you auto-attack. The player should definitely click+hold to attack. Also the view should be a little less tilted so we can see stuff behind stuff and fully utilize the area patterns for simul attacks.

Nothing in the playfield is dynamic. No enemies or anything moving around. Just trees/shrooms/rocks sitting there.

Also these things we're collecting should be crafting not upgrading. Wood/stone/etc. are physical materials for crafting. Upgrades are purchased with things like "experience"

And upgrades should feel like they do something. Upgrading attack for example... feels like it does NOTHING. You way overtuned the health vs damage. I don't like when devs do that. They're way too preoccupied with making sure nothing is too "OP" that they don't realize they've sucked empowerment out of the player loop.

I could say a ton more but that's enough. The game loop is not empowering and that's why it simply wasn't that fun for me.

Thanks for the feedback! :)

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