A pun on Sand Timer, of course.
Goal
Grow your garden as big and productive as possible.
Lose
Any time a plant times out ( = you haven’t replaced it in time), you get a strike or lose a life. All lives lost is game over.
(Alternatively, it’s all about meeting certain point thresholds on certain levels.)
Gameplay
- You have a garden where all plants are timed. (They grow for a bit, yielding stuff, then come to an end.)
- You get a list of options all the time and have to constantly decide where you’ll plant the next option. (First in empty spaces, then you need to start replacing other things.)
- Harvest something too soon and you don’t get all its benefits.
- Harvest it too late, and you don’t get its great reward + lose a life.
This could actually work really well?