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This game raises more question than gives answers.
Why minions are moving with different speeds? How do I force them to rest? How can I increase their stamina? Why they always go check achievemnts table, even if they have to feed a plant in 12th planter box (right next to compost pile)? Why don't they go rest when they're out of stamina and keep turtling tasks around instead?
Why jobs in queue are performed not in the same order as they were given? If there are priorities, how do I change them?
Why can't I order full complex of tend-feed-ward-clear when planting a seed? It's and idle game, or a micromanagement?
Why I have to choose each planter and then choose what to plant? Wouldn't it be easier to choose a seed and then paint some planter with it?
Why can't I add plant to bundle in any order? And last but not least, what in all the hells I need tokens for?

Thanks for writing all of this out. This is exactly the kind of feedback we need right now.

You are right: several systems are doing things internally that the game is not explaining well enough. Companion speed, stamina, resting, task priority, achievement tracking, bundle order, and token use all need to be much clearer. If the player has to guess why helpers are choosing jobs or why the queue does not run in the order expected, that is our UI failing, not the player failing.

A few of these are intended systems, but they are not visible enough yet. Companions have different stats, stamina affects how they work, and some jobs can take priority over others. But the game needs to show that clearly: why a companion chose a job, when they need rest, what priority the queue is using, and what tokens are currently for.

I also agree strongly on the planting flow. Choosing a seed first and then applying it to multiple planters would fit the game much better than selecting every planter one by one. The same goes for care actions: if this is meant to be an idle/automation game, players should be able to queue a fuller care plan instead of constantly babysitting each plot.

So the short version is: this feedback is fair, useful, and we are treating it as a new-player-experience problem to fix. The next pass needs to focus on clearer companion behavior, visible queue priorities, better bulk planting controls, clearer rest/stamina rules, more flexible bundling, and a plain explanation of token purpose.

Thank you again for taking the time to write it out. This was blunt, but it was helpful.

- Brian

Looking forward for next version of the game.
Bring hard hat ;-)