I didn't think I'd find something so full-scale in this mini jam. Your game actually felt complex, almost complete, with all those difficulty levels and lots of mechanics. About the latter - yeah, there are LOTS of mechanics. But! Some of them are very similar, like the one with log chopping, the one with a chicken and so on. I wouldn't say they spoil the gameplay, because they're primitive enough. And to me, there's an equation: quantity <-> complexity.
The only thing I would have been delighted to see is the impact of all those chores during the night. Like, we prepare something during the day to use it later as a defence tool or something? But I know all too well how the time limits are, so it's okay. Still, I'm struggling to believe you've made this game alone - such an amazing work!
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Sounds like you understood a bit how I got all those "different" mechanics in 😂 yeah they're not all so different. The minigames all have pretty much the same setup, so a new one is mostly just new text, a different input action, and different graphics. I agree though about the chores having a more tangible effect in the night combat, that could've been cool (they just fill the stores meter for the Winter).
I will say, the night combats system came partially from an old unfinished Survivors-like (very rough, with no graphics) that I had tried to make a while back, with just an auto-attack and Q--I refined and fused some of it's logic into this 'farming sim' I had made here, to try to create a genre-mashup. The art is almost all Kenney assets, which saved me a ton of time. So yeah it's really just a few systems with varying basic interactions, inputs, and SFX hooked up to events.
Thanks for trying it out & commenting!