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
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