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!