
The germ of the survival and settlement-building ideas here are fantastic. Perhaps a little inelegant to instruct the player explicitly as to what to do (deviating from it results in an unfunctional game where the pluses / minuses cease to work), taking away their agency off-the-bat, and it would've been better UX to start the player off with a few pieces of food and wood so they could determine for themselves what the diminish rate is when the player ends the day. The actions menu should also reset all action variables to zero, and restore the idle points variable.
I suppose the big flaw here is that there's not much to do / experience except to grow the stats infinitely. There doesn't appear to be any story or progression beyond the initial dialogue box popup (I made it to Day 21, until I was just maxing each action in the suggested order and ending the day, over and over). Not sure if something is supposed to trigger at any point, but if it is, should've happened sooner.
Nonetheless, the game appears to be functional in terms of scaling upwards and the action points interacting with each other, so the seeds are set for something that progresses and expands on one of Anonymyst's creative worlds.