@random-storykeeper: Wow, thanks for taking the time to write up such detailed and thoughtful feedback!
I'm glad to hear that the gamepad worked! Out of curiosity, which kind did you use/which prompts did you see?
On to your issues: - I agree about the claustrophobia. My original thinking was that if I gave the player too big an area or too many plants to care for, the days might take too long. But I could have made better use of the screen space and introduced some other things to do.
- Good suggestions, thank you! Adding a harvest sound in particular should be pretty straightforward.
- The original plan was to have the mechanics ramp up over time, with new seeds arriving in the mail as you played. You'd start with the carrots, and once you'd mastered those you'd get some corn, etc.
- I did want the interact button to do more (e.g. getting seeds out of the mail, checking the status of plants). This is good feedback; I could have easily combined the buttons when I realized I wouldn't have time to implement those mechanics, and I probably should have.
- My wife and I argued a lot about how the days should be counted, so I appreciate how confusing this mechanic ended up being... :laughing: I really wanted to include sequences with a 0 in them, which ended up meaning that the day you plant something is Day 0, the day after planting is Day 1, and so on. So if you planted Corn on Day 5, the watering days should have been [7, 9, 11, 13].
Combining your suggestions about the interaction button and the day counting, I probably should have added a way to check how many days old a plant was. That would still require people to work out the sequences and stuff, but without requiring them to memorize so much information.