Twenty days, three cans, and a market that wants one thing at a time
Twenty days to make as much money as you can. Plant so your crops come ripe on the days the market wants them.
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You get twenty days and three watering cans. Plant so your crops come ripe on the days the market wants them β those sell for double.
Tap a bed to plant and three seeds fan out. Drag a can from the row by the tank onto a bed to water it. Tap a ripe crop to pull it up and sell it. Then press π SLEEP to end the day.
A crop only grows on a night it was watered. You get three cans a day and they do not save up β a can is a day's work, not a bottle in a cupboard. A crop that misses its water just waits; nothing ever dies.
The three cards at the top are the next three days β the weather, and the one crop the market wants that day. Today's is on the sign by the fence. A carrot takes 2 days and a tomato 3, so you can see where those will land and aim them. A pumpkin takes 7, so it is always planted blind.
Rain waters the whole farm free, but the market goes quiet and everything sells for less. A hot day makes every bed want two cans instead of one. So the sky is worth as much attention as the prices.
Pull it up the day it is ripe. Left in the ground it goes droopy and loses a fifth of its price every day. Waiting one day to catch a double is worth it; waiting four is not.
Tap a price tag to buy. Scrubby ground becomes a new bed, and the tank holds another can a day. More beds are only worth having if you can water them β and even with everything bought, you can never water it all on a dry day.
On the last morning anything ripe is pulled up for you, at its normal price. Whatever money you finish with is your score.