Spielerando

Make farming one resource spot over and over give less and less

Players find the one rich spot and stand there all night. A hard limit feels like a wall, while a slow fade feels like the land getting tired. The fade has to forget on its own, and it must never drop to nothing, or players will not know whether something broke.

Why this works

People accept limits that look like nature, not like walls. A fade that builds with each visit and heals by itself with time pushes players to move on, yet never takes everything away, so they do not suspect a fault.

When not to use it

Skip it when repeating is the fun, such as a calm farming or crafting game, or when supply is already limited by the world. Penalising the loop there only annoys; make the repeat itself more interesting instead.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 17 lines of example code with 3 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Make farming one resource spot over and over give less and less" (read_entry fatigue-for-farmed-resource-spots) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP