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Welcome to the Green Adventure !

Get your overalls and rubber boots ready! You’ve just inherited an old family farm and it’s high time you gave it a makeover. Vegetables, fruit, dairy products – it’s up to you to find ways to grow your crops while respecting nature. Listen to the orders from the neighbouring village and watch your farm grow while having fun! Take care of your animals and make sure they are well looked after so that they can give you the best organic products.

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Become an eco-responsible farmer!

Explore the environments around your farm, clean up your overgrown fields with your various tools and find a new way to fertilise your crops. Roll up your sleeves, get ready to dig and water your crops regularly to harvest the fruits of your labour. Be sure to follow the complete production cycle of a green farmer! Every day is an adventure with different daily quests that will be well rewarded with new tools!

Farmer’s Friends

In your adventure, you will be in charge of several animals, and you will have to renovate different buildings to welcome new pets and create new products. Take care of them and give them lots of affection with the help of mini-games.

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Meet your customers needs

As you progress in your adventure, your choice of seeds will increase. Flowers, fruit and vegetables, pay attention to the villagers’ orders to meet their expectations. !

My role on this project

Mission Time: July 2021 to January 2022 (6 months)

  • Creation of an Economic Document

My first task was to produce an economic document listing all the game's resources and their usefulness.

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  • Making a Gameplay Loop

My second task was to design and diagram the game's overall gameplay loop.

 

  • Adjusting Ressources Datas

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  • Testing & Writing feedbacks on mini-games for improvement

Launch Trailer

General Infos

Genre

Life Simulation - Farming

Theme

Farm

Players

Solo only

Langages

English, French, German, Italian, Spanish, Dutch

Platforms

PC, Nintendo Switch

Release Date

June 30th, 2022

Engine

Unity

Retail

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Economy

Download the Economic Document in PDF:

Plantation prices

Before I joined the project, prices for vegetables, fruit and cereals were not fixed. I used Excel to create tables and graphs, which enabled me to visualize and adjust my prices with each other to achieve a balance.

For example, here my aim was to give the player a choice of 5 different plantations (of three types: vegetables, fruit or cereals). As you can see from the sheet below, each plantation has a different growing time, so even if the player plants a seed of each type on the same day, he won't harvest all his plantations at the same time, since a carrot grows faster than a beet, for example.

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Datas from the first five plantations

Profitability per growing day

What's important in balancing is, firstly, the profitability per growing day ((selling price - purchase price) / growing time). Here we can see that the carrot yields 40 gold coins when sold, while the seeds to plant them cost 20, giving us a net profit of a net profit of 20 coins for two days' growth. Profitability per day of growth is therefore of 10 gold coins. Note that a player cannot remove a carrot from the field until it has ripened. This puts the profitability per sprouting day into perspective.

Multiplier Potential

I've created a second indicator that I've called the multiplier potential of a plantation, which shows how easily a plantation can be reproduced and multiplied.

For example, in the following table, we can see that a cabbage costs 200 gold coins to buy the seeds. It takes 12 days to grow and therefore yields 380 gold coins. If we do (Cost price /
purchase price) we get 1.9 for the cabbage. I divide the cost price by the purchase price, which gives me the multiplier. In this case, the cabbage yields 1.9 times more gold coins than we invested invested.

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Stages and days of growth of the first five plantations

The higher the potential multiplier of a plantation, the more interesting it is, as it yields proportionally more gold coins. That's why I've made sure that the plants with the highest values take the longest to grow, in order to balance out the game. As a result therefore, the player who invests in these plantations takes a long time to recoup his profit.

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Some fruits and vegetables do not need to be bought back as seeds and replanted once harvested. This is the case with eggplant. It costs 360 coins, but yields only 120 when resold, making a net deficit of 240 gold coins. So what's the point of eggplant, you may ask? Well, you have to take into account the fact that it will grow back an infinite number of times as long as the player takes care of it. The eggplant brings us a deficit of 48 gold coins over the first 5 days. days, but then achieves a profit of 40 gold coins per day of growth. It is therefore a vegetable clearly worth the investment.

Carrot

Considering the carrot is the first plantation in the game, the monetary of the game is based on carrots.
 

The player obtains 10 carrot seeds free of charge on day 2 which makes it the first vegetable grown by the player.  The carrot has the particularity of growing very quickly (2 days), making it an interesting short-term investment for the player. This is why it only yields 1.5x the price of a seed (one of the lowest lowest multiplier potential in the game).

The diagram opposite shows the purchasing possibilities according to the number of carrots harvested. For example: 3 harvested carrots enable the player to buy 2 new carrot seeds, 2 wheat seeds or 1 beet seed.

Onboarding

Text Intro

Constructions (Area 1)

The player must repair the constructions by paying the cost in resources. Each construction allows the player to perform new actions.

  • The well fills the watering can (which in turn waters the plantations).

  • The composter can be used to make bags of fertilizer.

  • The control panel allows you to obtain money in exchange for requested resources.

  • The hen house lets you play the Chicken Mini-Game to collect eggs.

  • The kitchen lets you transform basic resources into more expensive products.

Fields (Area 1)

Zone 1 comprises two fields of 9x12 and 9x9 squares respectively, for a total of 189 squares.
But be careful, as the player can't exploit all the squares until he's cleared the large tree stumps and rocks (thanks to the axe and gold pickaxe). The player therefore has around 95 exploitable squares until he has unlocked the gold tools.

Daily Quests

Zzzz

Balancing

Datas of other plantations

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Purchase price of each plantation as a percentage of the cumulative total of all prices

Growth and regrowth days for each plantation

Daily profitability of each plantation

Profitability of each plantation over 50 days

Gameplay loop

First version

Second version

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