Planting and Crop Care
Seeds sown today only become a harvest through care every day after.
- Prototype complexity
- Who plays
- Solo decisions
- 01Till and sow
- 02Water and tend daily
- 03Watch growth stages
- 04Harvest when ripe
THE YOROLL MECHANIC LIBRARY
One entry, one mechanic: its core loop, the trade-offs, real examples and a prototype you can start today. Built for solo devs and small teams.
All mechanics280 mechanics
Seeds sown today only become a harvest through care every day after.
A bite lasts a moment; strike too early or late and you come up empty.
You hold the ingredients but lack know-how; each recipe gives old items a new use.
The ore is right there, but without a harder pick you can't break it.
Hunger, thirst, cold and fatigue all drain at once; you can only fix one at a time.
Plant different strains side by side and they influence each other's offspring.
Moving items from A to B is easy; keeping every line from tangling is the game.
To build taller and wider, first answer one question: will it hold?
Lock an item you want and buy it next round, safe from the refresh.
Spend less now, earn more next round—until an opponent breaks you.
Items no longer take one slot; their shape is the cost and your bag becomes a puzzle.
Boxes push but never pull; one wrong shove can wedge them for good.