it took me a bit to figure out that the dirt is used in the same place as the drinks are. the game also goes by much quicker once you start automation. the speedrun-like goal set for it actually is an interesting take on the idle game aesthetic shifting from a more relaxed number growing game into an optimization game. i think with a bit improved pacing, a mechanic to incentivize not simply sticking with a single recipe for half the game (some diminishing returns or something), and a way to get recipes into the bar without click-dragging (shift-click to put it in the first available slot, or clicking the recipe from the side bar to auto fill it) it could actually be a decent game. i might have to try to beat my embarrassing 23 minute time.
Thanks so much for playing!
I should have put the dirt + fruit in the recipe section but I ran out of time, you're right it's not obvious (why would you put dirt where the food goes?)
How would you improve the pacing?
It's a great idea to add diminishing returns on the drinks, I'll definitely add something like that (perhaps a limit on how many you can make)
Shift click is a brilliant point, was next on the todo list but I ran out of time as well.
23 minutes is pretty good for learning how to play! My best is 9.6!
Is there anything else you'd add?
i can't say i have any suggestions on the pacing thing. the biggest concern i had is that in the begining it felt like i was scrambling constantly to manage the resources i had and trying to juggle between recipes to keep the money flowing. after automation it was more like clicking the same 2 things for a few minutes and the game was suddenly over. perhaps a system where you have to keep moderating the recipes and swapping them to optimize income might improve engagement and still allow for great automation. i know most idle games deal with that buy just increasing the cost of everything as you go.