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Amusing game, good time killer--even with the bugs! :-)

Some advice to the developer:

Separate the "engine" from the "UI (user interface)", and you will avoid a lot of issues such as redeploying for different screen sizes, input methods, etc. You only need to rewrite small parts of the UI to re-scale or handle different inputs. You also save yourself a lo of time and work because you have fewer places to update or track down bugs. I.E., would you rather find all the places where the engine is updating a UI element direcly, or have one single routine for the engine to call in the UI that takes care of the details of the update?

The above also becomes impotrant in larger projects. One team may be working on the game engine logic and know nothing about sound or 3D graphics fo he UI, another team might work on the sound, and another on the 3D gfx. The only information they need to exchange with each other are the API's they develop, not the entire codebase, allowing each team to focus on the part they are best at. Finally, as long as the API does not change, you can easily port to another device/platform by only providing the API without caring about the actual code behind the API.

Assume *NOTHING*. The price for hiring a worker, for example. Is that a one time cost? Per hour? Per Job? Per pair of socks you are wearing? Some games it is a one time fee, while others, it is per time-unit/job/etc. Do not assume the player can read your mind to know which it is! (Yes, I will eventually find out by playing, but for a first time player, I do not know how to evaluate if it is good or bad choice yet...)

Related to the above, give as much detail as you can, or a way to find additional detail. When buying a seedbag, the only way I found to find out how long it takes to plant and harvest is to buy it, *then* find out. Very frustrating. If there is a variable (whether constant, static, dynamic, temporary, etc) used in calculations, that is good candidate for presenting some way for players to find out it's value.

Optionally, I noticed that the from-plant-to-harvest time does give the base time. This is the kind of detail that is good. Consider giving similar details in the shop: Either the base price, or perhaps a mean average of the price over the last week, or some such. Same for something like the expected yield of crops per seedbag.

As a player, one thing I am evaluating is "is this game providing me with enough enterainment to bother playing it, and if the developer publishes other games, is the quality such that I want to try them out, too?" As it is right now, the answer to both is "No." It is in your power to change that to a "Yes!"