Dev Log #022 — Balancing Activity And Waiting
Browser RPGs often rely on timers.
Energy refills. Travel completes. Jobs finish. Crimes reset.
Timers can create pacing, but they can also frustrate players if handled poorly.
This week I started thinking about how Firetorn should balance activity and waiting.
The goal is not to force players to stare at countdowns.
The goal is to make time meaningful while still giving players useful things to do.
Real-time travel remains one of the clearest examples of this design challenge.
If handled correctly, waiting can create strategy instead of boredom.