No.119 / 280Nurture & survive · Survival & needs

Balanced Diet

Full is not the same as fed right; a one-note diet slowly wears you down.

Prototype complexity
Who plays
Solo decisions
Design focus
Planning · Economy
Green HellNo.119Green Hell

01The core loop

Action → feedback → next choice
  1. 01Check nutrient levels
  2. 02Seek the missing type
  3. 03Eat a mix
  4. 04Watch the body respond

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    Carbs 80%, protein 15%, fat 40%, pack full of fruit.

  2. T2

    Turn 2 · The player chooses

    Stop picking fruit and spend an hour fishing.

  3. T3

    Turn 3 · The feedback

    Two fish raise protein to 55%; thirst drops 10% meanwhile.

  4. T4

    Turn 4 · The next decision

    Fat is slipping too; look for nuts or game next.

How it plays

Food splits into several nutrient types that decay separately. A long-term shortfall penalizes stamina, healing or weight. Easy food usually covers one type, pushing players toward harder-to-get categories.

What the player weighs

  • Eat what is handy or risk a trip for the scarce nutrient
  • Eat the rich food now or save it for a worse shortfall

02Start small

Quest · 0/3Prototype complexityCompact prototypeWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Green Hell
G

Green Hell

P1

Nutrition splits into carbs, fats, proteins and hydration, with fruit, nuts and meat filling different ones.

Project Zomboid
P

Project Zomboid

P2

Beyond hunger it tracks calories and weight; long-term under- or over-eating shifts weight and in turn affects fitness-related traits.

The difference worth noticing

Green Hell shows nutrients as visible meters; Project Zomboid expresses long-term diet through slowly shifting body weight.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Balanced DietSurvival & needs+

Let players pack meals as expedition loadouts: balanced combos grant broader buffs, lopsided ones only a short single bonus.

Prototype this combo in Yoroll

→Follow the next idea

Cooking & food

Preserving by Processing

Fresh food rots; a little processing makes it last through the lean days.

Prototype complexity
Who plays
Solo decisions
  1. 01Acquire perishable food
  2. 02Watch freshness drop
  3. 03Process or store it well
  4. 04Eat when needed
Don't Starve Together · The Long Dark
Cooking & food

Ingredient Substitution

The recipe wants ‘some meat’, not one specific cut, so you cook with what's on hand.

Prototype complexity
Who plays
Solo decisions
  1. 01Check category requirements
  2. 02Count what's on hand
  3. 03Pick the cheapest substitute
  4. 04Get the dish and its variance
Don't Starve Together · Stardew Valley
Survival & needs

Stop the Bleeding

A wound is bleeding out the clock; use whatever is at hand.

Prototype complexity
Who plays
Solo decisions
  1. 01Take a bleeding wound
  2. 02Break from danger
  3. 03Bandage with cloth
  4. 04Change or treat later
Project Zomboid · RimWorld
yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

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