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Heartland Harvest

  • 3d
  • farming
  • simulation
  • top-down
  • casual
  • resource-management
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Alex Sabelka built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Heartland Harvest yet. Play it, then tell Alex Sabelka what you would add next.

Make your own game

Heartland Harvest was built by Alex Sabelka with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Heartland Harvest opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Heartland Harvest

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a small playable 3D top-down farming game titled “Heartland Harvest.” Use a colorful low-poly/clean stylized presentation with a large flat green grass farm, orthographic-like or moderately perspective top-down camera that follows the farmer, soft shadows, blue sky-colored background/fog, warm daylight, and simple chunky geometric models.

World layout: make a broad square grass ground plane. Place a rectangular 3-by-4 grid of 12 square field plots near the center, each separated by narrow grass gaps. Each plot begins as medium brown dirt. Place a small blue rectangular pond toward the back-left, several pine trees around the outer edges, a simple horizontal fence line behind the fields, and a visibly chunky green 1960s tractor toward the right/back of the farm. The tractor should have a green body and hood, wooden/brown seat and exhaust pipe, and four dark wheels of different sizes. Keep the scene uncluttered so the field grid and farmer are easy to see.

Player: add a very simple farmer avatar made from primitive shapes: a blue rectangular torso, a peach spherical head, and a brown block hat. Start the farmer near the front/bottom of the field area. Use top-down movement with WASD/arrow keys and a mobile joystick, and rotate the avatar in the direction of travel. The camera should follow/target the player from above and behind at a moderate distance, showing the farm and HUD.

Core gameplay: the player must walk close to a field tile and use the main action button. The button label changes contextually: when far from a plot it says “Walk to a plot”; beside an empty plot it says “Till soil”; beside a tilled plot it says “Plant corn”; while a crop is growing it says “Growing…” and is disabled; when ready it says “Harvest 
5.” Use the nearest plot within roughly 2.4 world units. On an empty plot, tilling changes its color to darker brown, consumes 6 fuel and 1.5 equipment-condition points, and shows a toast such as “1960s plow cuts fresh furrows.” On a tilled plot, planting starts the crop timer, consumes 3 fuel and 0.8 condition, and shows “Corn planted — give it a few seconds.” Crops mature automatically after about 6.5 seconds in real time; represent a mature crop with a small cluster of four simple golden/yellow blocky stems on the plot. While growing, it cannot be acted on. On a ready plot, harvesting removes the crop, returns the plot to normal dirt, consumes 4 fuel and 1 condition, awards
5, increments harvested corn, and shows “+
5 harvest.” Time and management: begin at day 1, year 1960, with
20, 0 harvested corn, 100% fuel, and 100% equipment condition. Include an “Advance year”/“New day” button. Pressing it increments day and year, gives
0, increases equipment age by one year, reduces fuel by 8 (not below zero), reduces condition by 4 (not below zero), and makes any currently growing crops immediately ready. Show a notification such as “Spring [year]: the tractor is [age] year(s) older,” and make a small visible alternating tractor rotation/aging change if desired, without adding unsupported complex simulation. The action button must be disabled when fuel is below 5 or condition is below 8, and notify the player that the tractor needs fuel or repairs if they attempt an action in that state. HUD: overlay the game with polished rounded dark translucent panels, cream/gold borders, and large gold/yellow buttons. At top-left display “HEARTLAND HARVEST” and the subtitle “1960s farm life • equipment ages over time.” At top-right display the current era and year (era labels are 1960s before 1970, 1970s before 1980, 1980s before 1990, otherwise 1990s), then money, harvested corn, fuel percentage, and equipment-condition percentage using clear icons/text, for example “💰 120,” “🌽 0,” “⛽ 100%,” and “🔧 100%.” At the bottom center show a dark instruction panel reading “Work the field, manage fuel, and keep the tractor maintained. WASD/arrows or the mobile joystick.” Put the contextual action button and the Advance year/New day button stacked at bottom-right. Display temporary rounded toast notifications near the top center for actions and seasonal/year advancement. Make the layout responsive for mobile screens. Use simple primitive geometry and natural colors: grass green, dirt brown, tilled soil dark brown, pond blue, trees/fence/tractor in earthy greens and browns, farmer in blue/peach/brown, and mature corn golden yellow. Include directional lighting, hemisphere ambient lighting, shadows, and subtle distance fog for the same friendly farm-sim atmosphere. Do not add combat, NPCs, inventory systems, shops, quests, or other mechanics not described here.

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