Skip to content

Core feature planned list #2

@NeroYuki

Description

@NeroYuki

Sanity meter

Rationale: create a deeper connection with the character in-game. Due to the nature of the game time being very sped up compared to real life, I think it easy for player to forget how each of their button click is one time the character in-game have to do something that in real life can be really tedious and boring. I also don't really like how you can snowball the early game by repeatedly do something (like planting one single highly priced crop, locked away fishing). So it might be a good idea to try to implement a mechanic to prevent "monotonous task" by the player. It will diversify their schedule and encourage automation to a greater degree

Hunger restored by food should not be applied fully when eating too much food in succession

This one is self explainatory, maybe a scaled multiplier reduced overtime base on how much the previous food restore their hunger

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions