Game design thinking
But... I feel like the envelope for telling a story is still there in idle game mechanics - the concept on limiting how much effort it takes to advance gives you a way to make engaging difficulty while putting a ceiling on what's needed to get there
If you apply this more broadly, you create games that can actually focus on the story instead of around grinding until you can beat the next boss
I know grinding is satisfying for some folks but not all...
Game design thinking
@emanate yes. this is good.