SPRIG'S FIELD GUIDE
Care is a question of timing.
Move rules up and down. Tune the three numbered thresholds. Rules run once per beat, in priority order. If no rule matches, Sprig rests. A fresh tree is evaluated every beat.
- Charge restores 4 battery, capped at 6.
- Water adds 4 moisture, capped at 7. Costs 1 battery.
- Tend removes 4 pests. Costs 1 battery.
- Harvest collects 1 fruit when growth is 3, then resets growth. Costs 1 battery.
- Shelter prevents storm damage and adds 1 battery.
After the action: sun dries soil by 1, heat by 2. Rain adds 2 moisture, storms add 1. Every weather except rain adds 1 pest. Dry soil (0 moisture) costs 1 health; 5+ pests cost 1 health. An unsheltered storm costs 2 health. These penalties add up.
Growth rises by 1 (up to 3) when moisture is at least 2 and pests are below 5. Sprig cannot water, tend or harvest on an empty battery. Finish the forecast with the fruit and health targets to earn a garden seal. You can retry as often as you like.
Controls: buttons work with touch, mouse and keyboard. Space steps; R resets. Plans may be edited between beats; edits restart the garden so every plan gets a fair trial. Completed seals are saved only on this device.