
In fact, based on our experience, Everdale’s engagement demand is somewhat an anomaly.

Same as other crafting tycoons, the game requires the player to come back often to collect tasks and reset most actions. It’s not possible to automate the production. It’s important to mention that Everdale is not an idle game either. Anyone who has played city/town builders such as SimCity or Settlers knows how much more invested players get with the game when it truly matters where the buildings are placed. While this can be seen as a casual approach, it also feels like a missed opportunity. It doesn’t lead to a dramatic change in the output vs time ratio. Ultimately poor placement only means a brief extension of the time until the next play session. The incentives to have buildings close to each other are not meaningful and the impact of inefficient placing is hardly tangible because. Nevertheless, Everdale is not a placement puzzle like a typical city-building game. And players can arrange their buildings’ positions to make resource transportation faster. Smart task assignments can improve the efficiency of the production pipeline by avoiding bottlenecks. This generates a layer of micromanagement and offers an incentive to manage how the village is laid out.

Villagers may have to stop in the middle of the process because they run out of resources, or have to wait until another character completes its task on the production pipeline.

The way the villagers feature works is that a villager has to walk to the site and progressively grab, use, and deliver products.
