Hey, thank you! Maybe the term is not very fitting... what I meant was a game that feels "alive". I was a bit concerned that it could be challenging in an idle-incremental type of game with essentially just one control at this time. I tried to achieve some "liveliness" (not sure if theres a better term for this) by providing the intro and some interactive dialogue amongst others, but other types of games have more interactive movement which is missing in this game, so I thought that this makes the game feeling alive challenging
Viewing post in GoedWare Game Jam #14 (+ prizes ๐) Devlog comments
There definitely was a lot going on - caldron bubbling, fairies outside gathering, could blowing by. I think just having some part of your game moving (the player stretching up and down or blinking, stars twinkling, etc.) can add that feeling of the game being a living world as opposed to a static image.