There should be golden seeds that appear for a few moments, that when clicked, create either a golden raddish or fools gold raddish. One is super valuable and the other is worthless.
The higher your relative productivity is, the higher chance these seeds can appear every tick. This makes the slow times not completely void of opportunity, while simultaneously rewarding active behavior.
Can't remember which book it's from but there is a book centered around game design that says every mechanic should have 1. Predictable Results 2. An Instantaneous Response 3. Easy To Understand, But Deep Mechanics 4. Novel, Interesting Compared To Other Ideas In The Genre 5. Appealing Response (It Looks Nice) 6. Organic Motion 7. Harmony With Other Mechanics Highly recommend scoring parts of your game based off of this :)
i wanna see you try turning the base gameplay transformed into something more of a visual game world to include some immersive feel, even more visual feedback and engagement. rather than pure ui elements, for example you could have a mineshaft replacing the coin button, when you click, a super quick animation of tiny dudes mining gold, then when you buy radishes, you would be clicking at a farmer shop (cuz they farm radish and you help sell them, ey?) which plays another cute quick animation of a wheelbarrow coming in and getting filled with fresh radishes, then the sell button becomes your shop/gorcery/store for you to sell the harvest to people! the powerupp shop is kinda self explanatory, the idea could be that you buy powerupps for your farmers to improve harvest activity idk how you will go on with this, so im looking foward to see you decide whether youre sticking with the pure ui gameplay or try make it into a lively game world (which is still consist of clickng, you dont really need to change that lol)
i watched 2 youtube tutorials and immediately got started. as a result my game is really simple, only being a UI clicking sim game, but as I continue on the project I continue to learn more & more