Level Design

Design Pillars

  • Leverage visual variance & texture.
  • Aim to have some movement on every screen.
  • Reward exploration always.
    • It doesn’t have to be big; can be a way of saying ‘hey thanks for coming over here, here’s 10G’

This page shows The Harvest‘s levels, including both current and early designs.

The Village

The small village that Marigold and Poppy call home. Surrounded by deep, dark forest on all sides, the village has become somewhat isolationist – hence, its people pride themselves on being self sufficient.

Wild Forest

The lush, forbidden forest where the crystal slumbers. It’s home to a variety of flora and fauna, with bloody creatures being a recent unwelcome addition to the ecosystem.

The Forager’s Operation

A secluded mining tunnel discovered by the Scouts and Foragers of the village. Rife with resources, it’s a tempting space for an aspiring Forager to seek their fortune.

Abandoned Mine

As the Harvest dawns, the wildlife of the forest have become more territorial. Consequently, enlarged rats have infested this mine, driving out the workers and claiming it as their home.

The Maze

Deeper into the forest lies a dense thicket of trees whose winding paths twist and turn. When darkness approaches, it becomes especially easy to get lost amidst the hooks of wood. Deeper still, the corruption has taken hold, and an unsettling presence lingers within.

Mimic Copse

A small copse of trees enclosing a large wooden structure. It is flanked by old, scattered graves, whose names have long since faded away. The structure echoes one in the village, to say nothing of the bottomless pit within…

The Crystal Glade

Inside a verdant clearing lies the crystal, whose nourishing energies are useless to the surrounding cadaverous homes. While subject to the wear and tear of time, the glade is nonetheless quiet and peaceful until Marigold and Poppy’s arrival.


Old Versions

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