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Design Documentdesign/system-backlog.md

System Backlog

This file records ideas before they disappear or expand silently. Status describes the current design decision, not a permanent promise.

Status Key

  • Current: implemented in the prototype.
  • Next: accepted for the next vertical slice.
  • Later: accepted direction, waiting on prerequisites.
  • Explore: promising but needs research or a smaller experiment.
  • Deferred: intentionally postponed.
  • No for now: rejected in the current form, with a reason.

Next Session Kickoff: Idle-Game Information Hierarchy

This is the first design discussion to resume when the creator next asks what to do. Dandan's second-opinion UI review independently converged with earlier playtest feedback: the prototype has a coherent greenhouse ledger identity, but still communicates like a management backend more than an idle game that can be understood in three seconds.

Do not implement the review as an unfiltered checklist. Begin with a short audit of the current build, because some proposed absences already exist in partial form and some labels were inferred incorrectly from a screenshot.

P0 questions to resolve first

  1. Next action / next reward: make a completed growth milestone unmistakably claimable and satisfying. Test a single dominant reward card rather than another permanent banner. Preserve the loop 种 -> 等 -> 收 -> 领 -> 解锁 -> 再种.
  2. What is running by itself: show one compact, truthful live summary near the greenhouse title, such as next maturity or current production activity. Do not invent a misleading coins-per-minute number while income still depends on harvest and orders.
  3. Return payoff: audit the existing absence summary against the desired event-like return: elapsed time, matured plants, gains, visitors, discoveries, then one clear acknowledgement. Strengthen the existing system instead of creating a duplicate.
  4. Problems shout, normal states whisper: simplify ordinary pot information further and reserve strong color, motion, and copy for actionable exceptions.

P1 visual and semantic pass

  • Give compact resources distinct meaning and clarify ambiguous fractions such as 访客 4/5; first verify what each screenshot value actually represents.
  • Remove another measured layer of borders using spacing, background tone, and typography while retaining keyboard focus and actionable boundaries.
  • Consolidate playtest feedback into one persistent global entry; expose contextual feedback through a low-priority overflow action rather than equal-weight buttons in every panel.
  • Strengthen notebook-tab selection and inventory affordance without assuming drag-and-drop, which needs separate mouse and touch testing.
  • Reassess whether 温室节奏 should be player-facing world language or remain an explicit test/control feature.
  • Treat 温室大师 as visible earned automation when active, but do not enlarge it before its profitability and progression role are clear.

P2 polish after hierarchy works

  • Small growth and resource-change animation, visitor motion, and creator-made plant art.
  • Visual celebration of automation and new leaves without adding more persistent text.

Evidence and guardrails

  • This review reinforces repeated reports of “像上班”, unclear rewards, excessive text, and difficulty knowing what to do next.
  • Keep the existing calm-growth and viewing-mode direction. More prominent rewards should create anticipation, not restore constant clicking.
  • Do not add every proposed metric. A live number is valuable only when the player can understand and influence it.
  • Preserve the current local return summary, resource shelf, pot-local actions, and mobile workspaces as foundations to refine rather than replace.

Gameplay Systems

SystemStatusWhy / PrerequisiteExploration Direction
Core plant-care loopCurrentFunctional but repetitive after content is seenMeasure where anticipation stops
Visitor cards and seed carriersCurrentGives ecology and rare-seed surpriseStudy clearer visitor art and more ecological roles
Flower quantity and freshnessCurrentCreates care quality and harvest timingBalance freshness against visitor waiting
Permanent flower ordersCurrentKeeps common flowers relevantAdd rotating demand only after events
Soil specialist bedsCurrent, testingAdds color production but previously caused UI clutterTest whether concrete materials and three-harvest duration justify complexity
Automation toolsCurrent, incompleteRelieves repeated careResearch policy-based harvest and stock reservation
Cycling soil feederCurrent, local testingFirst 420-coin permanent capital project after the central tankTest whether automatic compost use is clear, economical, and meaningfully relieving
Flower sorting benchRejected in current formTwo-to-three-pot batch actions felt rigid, weak, and disconnected from production strategyRevisit only at larger scale with mixed selection, stock targets, or explicit harvest policies
Plant diseases and diagnosisExploreReal plants show readable symptoms, but random illness could become absence punishmentStart with one named symptom path: notice -> investigate -> treat -> retain resistance knowledge; never identify a real disease from one anecdote alone
Fertilizer progressionCurrent, testingGives coins and research notes a visible optional acceleration sink神秘鸡肥 -> 超级鸡肥 -> 金坷垃 currently changes only growth speed and nutrient refill; keep each dose bounded and expensive enough that quiet waiting remains valid
Fertilizer specializationsLaterPest protection and mutation chance could make fertilizer a strategic choice instead of a linear upgradeSplit into explicit one-purpose formulas only after the three growth tiers are balanced; never make spraying a recurring mandatory chore
Trait research and enhanced seedsExplore, supports lineageCould turn care records into a long-term seed-improvement loopKeep inherited traits separate from competition merit; compare selective breeding, lab research, and overtly fictional gene modification without creating a spreadsheet
Seed lineages and competition meritLater, acceptedGives recovered seeds identity and a raising loop after ordinary care is automatedSeparate species mastery, lineage merit, and inherited traits; use named descendants, bounded titles, seed-bank protection, and varied competition briefs
Cultivation competitionCurrent, testingReframes current mechanics without new plant contentPlaytest invitation clarity, candidate comparison, judging ceremony, and recovery value
Event-limited marketCurrent, local testingTests price risk before full shopRetest whether three choices feel tense, legible, and worth the extra event step
Event preparation reinvestmentCurrent, local testingGives accumulated coins a repeatable use before a full business loopTest whether players choose among comfort, flower count, and demand instead of buying all three automatically
Flower-market lucky wheelCurrent, local testingAdds a low-frequency burst and consumes coins or common flowersTest free-draw satisfaction, paid-draw restraint, 0.2% borage pity, and whether the post-tank maintenance-box conversion feels useful without eclipsing the jackpot
Trophy cabinetLater, tied to competitionLets event rewards improve normal loopsOne active trophy slot
More plant speciesDeferredNew numbers alone will not solve boredomAdd species when a new mechanic, visitor, recipe, or event needs it
Floral arrangement gridExploreStrong future use for common materials and competitionsStudy spatial inventory games; seek simple placement with strong feedback
Remedies and fragrancesLaterGives basic flowers high-volume processing demandStart with one batch recipe, no per-item clicking
CrossbreedingLaterStrong long loop and Plant of the Year hookResearch inheritance that is legible without spreadsheets
Cuttings and propagationLaterCan preserve valuable traitsDefine tradeoff versus seed reproduction
Perennial rebloom and pollinationExploreCould make one plant improve across cyclesLet bees affect seeds or the next bloom, not flowers already formed
Weather and seasonsDeferredRisks absence punishment and maintenance clutterOnly add when events or plant planning clearly need them
Detailed humidity, light, numeric pHNo for nowHigh cognitive and UI cost for low current payoffPrefer named environments and specialist installations
Soft-bodied insectsDeferredCreator comfort boundaryResearch silhouette, text-only, and accessibility presentation modes

Event Ideas

EventStatusIntended RoleExploration Direction
Spring Grower's CupCurrent, testingFirst cultivation and judging arcTune entry fee, four-round deadline, medal thresholds, and ribbon value
Royal boiled-seed trialLaterOne-time moral/story arcDesign honesty, substitution temptation, and non-production victory
Valentine's rushLaterHigh-demand sales eventRequires floral products or market loop
Plant of the YearLaterShowcase breeding noveltyRequires crossbreeding
Ecological visitor challengeExploreReframe flowers as habitatsScore visitor conditions and non-harmful care
Rival exhibition matchExplore, separate modeSimultaneous visible progress could make competition feel alivePrototype one readable AI rival before adding any interference cards
Rival pest sabotageExplore with strict guardrailsAbsurd attack and defense could create bounded gambling, but may undermine the caring toneMake attacks visible, symmetric, counterable, and event-only; never damage the home greenhouse or delete unique seeds
Real-world limited holidaysNo for nowCould create recurring noveltyReplace FOMO calendar with an in-game event deck first

Business Expansion

SystemStatusWhy / PrerequisiteExploration Direction
Roadside standExplore, first concrete proposal draftedLowest-risk bridge from garden to businessNo rent; manual pricing; limited customers. See design/roadside-stand.md for a 2026-08-09 proposal: Cup-score-gated vendor invitation, relative-time consignment cycle, flat-random v1 sell-through
Market stallExploreIntroduces daily fee and location choiceTest after event market succeeds
Leased flower shopLater, uncommittedBecomes a major macro loopRequires products, demand model, recovery, and automation
Brand positioningExploreCould make taste and product choice meaningfulDefine customer segments before adding cosmetics
Advertising and customer researchExploreTurns information into investmentResearch readable demand forecasts and uncertainty
Loans and interestExplore with guardrailsCreates capital risk but can dominate the toneCharge by active business cycles, never offline time
Full bankruptcy wipeNo for nowDeletes time and can soft-lock the playerBankruptcy may close or downgrade the shop only
Shop downgrade / voluntary closureAccepted guardrailMakes business experimentation reversibleAlways allow return to roadside stand
Paid caretaker shiftsAccepted, after nurturing foundationBuys reliable absence after quiet growth is already safeFirst hire is one general caretaker with timed shifts and a safe-care policy; protect rare specimens and reserved inventory
Employees and payrollLater, accepted architectureCross-system workflow automation plus cash-flow planning; requires caretaker proof, mature orders, selling, and protected-stock rulesExpand beyond the caretaker only if visible policies create meaningful choices
Staff taking inventory for unpaid wagesExploreCould be legible settlement rather than theftMust be an explicit contract after a visible grace period
Automated shop policiesLaterNecessary for idle play and staff delegationStart with harvest priority, minimum stock, protected items, and cash reserve; every skipped action needs a readable reason
Disasters and market shocksDeferredCan feel arbitrary before forecasting existsEvery shock needs warning, mitigation, and recovery value

Presentation and UX

ItemStatusDirection
Save confidence and background autosaveCurrentMeaningful actions save immediately, passive growth saves every 15 seconds, backgrounding saves once more, and the header truthfully distinguishes local success from storage failure
Dedicated event pavilionCurrent, testingSeparate player attention without duplicating the whole game
Persistent event reminderCurrent, testingBanner plus stable event entry; never popup-only
Stage-by-stage judging revealCurrent, testingExplain score while creating ceremony
Plant and visitor final artLaterReplace CSS placeholders with creator-owned assets
Mobile greenhouse density passCurrent, local revisionCompact seed selector, two-column pot overview, care summary, and selected-pot action dock reduce scrolling; the next candidate adds explicit seed counts and pot-first planting after multiple players missed non-mint choices
Small-screen workspace navigationCurrent, discovery retest neededPersistent 温室 / 订单 / 图鉴 / 赛事 workspaces keep long surfaces separate, but testers still missed orders and equipment; test whether explicit top controls and direct routes teach where each system lives
Hybrid planting flowCurrent, local testingPreserve global seed-first batch planting while allowing an empty pot to open a targeted picker and plant immediately
Actionable remindersCurrent, testingCare reminders select the highest-priority bed; order reminders visibly distinguish missing requirements from immediate delivery and open the relevant workspace
Player-controlled growth speedCurrent, insufficient evidenceSaved 0.1× / 1× / 4× modes scale the simulation, but several first-session players still describe normal play as hurried work; run a structured ten-minute test after navigation labor is reduced
Slow-speed animation enrichmentLater, art dependentUse the 0.1× observational mode for richer growth transitions, opening buds, petals, droplets, and visitor motion without making those effects required for fast play
Quiet growth and care momentumCurrent foundation experimentSuitable unattended plants grow slowly and safely; valid care grants bounded acceleration and stronger outcomes without rewarding empty clicking
Plant continuity after bloomCurrent foundation experimentLet mature plants remain through display, cutting, pollination, seed formation, decline, or another bloom instead of making immediate removal dominant
Seed saving and propagation researchCurrent foundation experiment留种入门 unlocks a visible opportunity cost: reserve one flower instead of cutting it, wait for the seed head to mature, then collect once. Later breeding research may improve yield or inherit traits without restoring double rewards.
Long-term plant attachmentExplore after showcase modeRetained plants, repeat blooms, bloom history, and lineage may create raising satisfaction, but their purpose and interaction cost need a dedicated design pass before expansion
Greenhouse showcase modeAccepted, prototype after continuityA separate visual surface shows actual plants, stages, visitors, light, and automation without management cards or progress bars
Primary play-mode hierarchyCurrent, testingPlayers missed idle mode because it competed with speed, resources, goals, tools, and caretaker controlsAfter the first plant exists, show one dominant 安心挂机 entry before seed and shop tools; keep commercial caretaker secondary and avoid adding another explanatory notice
Icon-first status languageCurrent, testingSmall repeated labels make the interface slower to scan and compete with actual decisionsUse familiar icons plus numbers for persistent resources and equipment; keep names in hover titles and accessible labels, then replace temporary symbols with creator art
Pot-local action dockCurrent, testingSticky desktop controls required scroll travel; fixed phone controls obscured content and overflowedExpand only the selected pot across the row and place its complete, horizontally resilient action dock inside the card; closing or selecting another pot restores the grid
Complexity release gatesAccepted principleIntroduce a deeper system only after the previous loop has been learned, batched or automated, and reduced to a useful summary; keep unopened branches out of routine play
Research technology treeLater, accepted UX directionReplace the flat research list with compact route-based branches for water, soil, ecology, breeding, and business. On phones show one vertical branch at a time; each node displays only icon, name, progress, and state until opened. Avoid a freely panning giant graph.
Friendly default actionsAccepted principle; first disclosure pattern rejectedRoutine decisions should prefer a reversible default and never punish deferral. Do not hide same-moment alternatives behind a disclosure merely to reduce button count: the first bloom test added a click and periodic rendering collapsed it. Revisit only with a stable surface or remembered preference.
Developer information inside game tabsNo for nowKeep player UX clean; use a separate local Dev Garden page

Directional Questions To Revisit

  1. Does the shop remain optional, or does the game eventually become a business simulator?
  2. Which event moment is strongest in playtests: cultivation, judging, or selling?
  3. How much money and active time may a player lose before failure stops being motivating?
  4. Can real plant knowledge stay discoverable without becoming required reading?
  5. Which basic flowers remain strategically useful after rare plants and products expand?
  6. Does disease knowledge deepen care, or merely add another maintenance meter?
  7. Is pest sabotage funny because it is theatrical and bounded, or does it make the player feel cruel toward plants and visitors?
  8. Does a named seed lineage create attachment without requiring players to inspect genetics on every planting decision?

音乐生态编曲

状态:已采纳,基础 BGM 稳定后测试。 每种植物对应同一主题中的一个器乐分轨,温室物种组成决定实际听到的编制。切换采用缓慢淡入淡出,不要求玩家操作,也不因换盆重新播放整首音乐。