As my colleagues, fellow Art Director and Developer, and I were building the game play, we realized that the goal for the player wasn’t obscure. Ultimately, it was to run a successful farm, but the true goal was to understand the difficulties associated with farm living. We decided to limit the experience to 13 actions. The player could try to play the game multiple times and still live different realities that family farmers are facing today.
What followed was the challenge of creating a proper randomized experience initiated by the spin wheel. Let’s say a little trickery and random number generator coding fairy dust.