I know that real-time waiting seems tedious, some people even mentioned that it looked like the typical Play Store game, and some thought that I would add microtransactions XD.I think Cooking and Forging feel the natural next step to have in the game, but they can become tedious if you add real time waiting or failing the minigame means losing all resources used. An idea could be having different tiers for the item( bad,good,great) so i am getting what i need no matter what. But that will triple the amount of item you need to code into the game.
I will, eventually, change all the "numbers" to another kind of display.
The numbers are tied to being tedious, but at the same time, isn't it what lots of sandbox games do?
Almost all sandbox games have the typical timer, in a furnace or anything, even in different aspects of the gameplay, and you do not feel that time because you are busy doing other stuff while this initial job is completed.
That's why in HHG I'm trying to make so THERE IS lots of stuff to do.
If there is a quest to get material from the furnaces, then there WILL be other stuff to do, like leveling girls, trying to get money doing Town Requests, etc.
I believe that the problem of it looking tedious is THE DISPLAY. Seeing that the creation of an item will take "2 minutes" is infinitely more tedious than having the item have a "Creation time: Short", and a bar showing progress. Of course, it seems tedious because I made mistakes in the game design, which I plan to correct!
Same problem, if I tied stuff to the in-game system could be kinda of great to feel invested in the world but the problem is that TOO many games do it, and lots of players just SLEEP multiple times to rush money. And this is REALLY BAD.[...] and the timer aspect of putting them to work should also be tied to the ingame time system imo.
Overall a solid 7/10 imo!
I don't want HHG to feel like those games where you click WORK -> SLEEP -> WORK -> SLEEP to get money.