Balancing Idle Gameplay and Active Play
One mechanic we spent a lot of time talking about was the animal system.
Throughout the game, crows and squirrels would appear and threaten the player's crops. Their purpose was to keep players engaged while the farming systems ran in the background. We wanted players to feel like they were actively watching over a farm rather than simply waiting for numbers to increase.
Looking back, I think the mechanic both helped and hurt the game a little bit. It did exactly what we wanted by keeping players engaged and paying attention to their farm, but it also fought against some of the appeal of idle games. Idle games are often about stepping away and letting your systems run, while our animal mechanic rewarded players for staying attentive.
One thing I found interesting was how much this changed player attention. The animals constantly gave players something to watch for and react to, which helped keep them engaged moment to moment. Even though I would redesign parts of the system today, it got me thinking about how mechanics influence where players focus their attention and how engaged they feel throughout a game.
If I were working on the game today, this is probably the first system I'd revisit. The animals eventually became more of a nuisance than a challenge. Since they didn't scale alongside the player's growing farm, they became something players instinctively clicked away rather than a mechanic that continued creating interesting decisions. I would explore ways for the threats to evolve over time and stay relevant as the farm expanded.