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Project Recordnotes/playtest-feedback-04.md

Long-Session Exploration Feedback

This is the sanitized record of a long, engaged play session reported by the creator on 2026-09-03. It contains no account, device, or private-message metadata.

Session Signal

The tester continued because she wanted to discover and try everything currently present. This is positive evidence for collection, unlocking, and system exploration as a motivation loop. It does not yet prove that routine greenhouse work remains satisfying after all visible systems have been discovered.

IDTesterTargetShort labelStatus
F36金刚Mature greenhouseWants one action to harvest every eligible plantAccepted scale relief; design before implementation
F37金刚Bloom decisionWhole-plant consignment versus cutting for stock lacks a clear basis for choiceAccepted core-loop clarity problem
F38金刚PresentationWants more varied artAccepted; feeds the existing art asset plan
F39金刚Plant varietyWants fruit and vegetable cropsExplore after the flower harvest decision is clarified

F36 - Harvest-All Relief

  • Report: The tester wants a one-click way to harvest all eligible plants.
  • Interpretation: This is now a credible scale request because the prototype supports more beds and paid management. Repeating an already-understood harvest input no longer adds much value.
  • Decision: Add batch harvesting as earned relief, not a fresh-save default. The action must state its policy before execution: consign all, cut all into stock, or later follow an unlocked rule. Do not silently make mixed economic decisions for the player.
  • Design question: Decide whether this belongs to a permanent greenhouse upgrade, greenhouse-master service, or a lightweight multi-select action. Prefer the route that reinforces an existing progression system.

F37 - Harvest Choice Is Not Yet Meaningful

  • Report: The tester did not know how to choose between 整株寄售 and 剪花入库, so she consistently stocked stems and completed orders.
  • Interpretation: The labels are semantically clearer than the old version, but the game still does not expose the actual tradeoff at the decision point. Stocking is currently the dominant understandable strategy because orders are visible goals while consignment offers only immediate cash.
  • Decision: Treat this as a core-loop issue before adding batch harvest. The bloom action should compare immediate consignment value with the most relevant order use, including current stock, missing stems, and likely premium. Each route needs a distinct purpose rather than merely a different destination.
  • Success signal: A player can explain why they consigned one bloom and stocked another without doing arithmetic outside the harvest panel.

F38 - More Varied Art

  • Report: The tester wants greater visual variety.
  • Decision: Accepted as supporting the nurturing fantasy and discovery reward. Prioritize visibly different mature plants, growth stages, harvest responses, and visitor silhouettes over decorative interface assets.
  • Follow-up: Update the art checklist when fruit and vegetable scope is decided so temporary flower-only assumptions do not create rework.

F39 - Fruit And Vegetable Crops

  • Report: The tester wants to grow fruit and vegetables as well as flowers.
  • Interpretation: This fits the greenhouse theme and creates useful mechanical contrast: repeat picking, edible produce, different growth durations, and crop-specific orders. It also risks turning the project into a broad farming game before the flower loop is resolved.
  • Decision: Explore as the next content family after F37. Start with one greenhouse-friendly crop as a vertical slice, not a large catalog. Its harvest behavior must be meaningfully different from flowers.
  • Candidate study: Compare one repeat-picking crop (tomato or strawberry) with one single-harvest crop. Evaluate whether the new crop improves nurturing, production planning, and visual payoff rather than only adding another inventory item.
  1. Clarify the bloom decision and its rewards (F37).
  2. Design an earned harvest-all policy using that clarified choice (F36).
  3. Prototype one fruit or vegetable with a distinct lifecycle (F39).
  4. Expand the art list around the chosen lifecycle and visible growth payoff (F38).