A forgotten crop should shrink gently, not be harvested at full size a week later
In farm games with real-time growing, an ignored field either stays perfect forever or dies, and both feel wrong. Here is a ripeness curve with a fair window, a gentle loss and a floor, so that coming back late costs a bit but never everything.
Why this works
The state of a crop is a fact about time, so work it out from the clock when someone looks, instead of keeping a second record that can drift. A grace period before the loss and a floor beneath it turn forgetting into a small cost, not a punishment.
When not to use it
Skip it in a gentle or cosy game, where returning to find everything dried up feels cruel. Let ripe crops wait unharmed, and keep the pressure for games where tending on time is the central skill.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 16 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 "A forgotten crop should shrink gently, not be harvested at full size a week later" (read_entry puzzle-crop-wilts-after-ready-window) 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