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Banana Don

You play a monkey turning a banana farm into a jungle cartel — dodging the Don's cut, rival tribes, and your own rising heat.

Banana Don — top-down pixel-art farm sim with a crime-story spine

A top-down 2D adventure built in the style of classic Game Boy–era RPGs — same movement, dialogue, and turn-based battles — wrapped in a Godfather-style crime satire. Plant a crop, watch it grow in real time even with the game closed, harvest, sell, and reinvest in more plots, workers, or gear.

Village plots are pre-built but taxed — the Don takes a cut of every harvest. Dig up hidden, untaxed plots in the jungle instead, where the higher-tier crops grow. Sell the harder stuff and heat rises; let it cross a threshold and the rival tribe notices.

Who it's for

Built for players who like classic Game Boy–era RPGs and want a shorter, sharper loop — grow, sell, upgrade, repeat — with a crime story instead of gym badges.

What's inside

Farming & economy

Four crop tiers, each with its own seed cost, sell price, and grow time. Village plots are taxed; hidden jungle plots cost coin to dig but skip the cut and unlock higher tiers.

Combat

Full turn-based battles in the classic RPG mold: a four-option menu — Attack, Dirty Trick, Bribe, Run — HP/attack/defense stats, scripted boss fights, and random encounters in tall grass.

Progression

Two hireable workers who pathfind to assigned plots and farm on their own, a three-tier weapon upgrade path, and three connected maps — home village, rival territory, and a market reached through a permit questline.

Heat & consequences

Selling contraband raises heat, computed from elapsed time so it decays correctly across sessions. Cross a threshold and the rival tribe escalates.

Saves

Autosaves to local storage every five seconds and on tab-hide, with a versioned schema that migrates old saves forward.

Under the hood

Phaser 3TypeScriptViteProcedurally generated art

Every sprite is code, not art

No image files — a build script draws every character, tile, and even the UI font from small pattern definitions into PNGs, with validation catching malformed patterns at generation time.

The heat system ties economy to story the same way: selling contraband accrues heat lazily from elapsed time rather than a running timer, so it decays correctly whether you were gone five minutes or five days — then crosses a threshold and the rival tribe notices.

Playable demo

In active development for over a month. The full loop — farming, economy, combat, two extra maps, a market questline — is playable end-to-end. No win state yet, and it hasn't had a real playtesting pass.

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