Getting into the game was relatively lengthy, it took a few hours until I figured out how I can best generate income. But once you times "it" is right in this game, it can not let go. Maximizing opportunities in terms of better machines and larger fields carry a high potential for addiction. The money does not grow on trees, you have pretty tough "plow" until you can even afford a Lamborghini).
The long-lasting gameplay justifies m. E. after a four-star rating, in this game idea, however, is still much more potential. Things you could do better:
- 6 types of fruit? With relatively little programming effort but would here a lot more in it. I am thinking of pumpkins, cucumbers or onions.
- Superfluous equipment - it does not matter whether one fertilizes, manure injected or sprinkled. Ie. A yield increase may happen during the growth of the plants only once and not several times. I am of the opinion that an additional syringes should increase the yield again after fertilization, because otherwise you can save these devices.
- To low price volatility, which means that they harvested his goods while stored in the silos until the respective "special demand" occurs.
- Carelessly designed play environment
- Strange income ratio between the missions and the fieldwork. Who would start on the Rasenmähmission, can make a lot more money with it than with the fieldwork. (To this end, the mission frequency must be set to two minutes)
- More influence of weather and season. Weather affects only that you can not thresh in the rain, but does not affect the Ernteertag
- Employ a maximum of three workers at the same time. How can one example. 20 fields manage simultaneously when a 3 helpers are available?