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Whaaaat?? MORE changes?! 👀

Yes, yes, a thousand times YES! We're not done yet. More content and more improvements are on their way in the coming days. Some things are still in the nursery, some are already wiggling in their eggs... We won’t spoil anything yet 😏 but let's just say your Littlekin are going to be very happy. Patrons, keep an eye out: you might get a little sneak peek before everyone else. Got a wish for what you'd love to see next? Drop it below 👇 we're reading everything!

18 little replies

I hope the Community thing will be adjusted because the numbers seemed to go up even higher despite us falling short yesterday... :(
i have to agree with Jen, the community system today is asking for 1200 of these carrots and while there may be 1200 of these out in the wild how many accounts are active since this seems fairly new.
Jen wrote:
I hope the Community thing will be adjusted because the numbers seemed to go up even higher despite us falling short yesterday... :(
Thank you for the invetetsment what you do in fact :) Take time for that Ps: i think a big objectve is fine, it just need time for all cultivate thier food and contributing in it. It show we are active . Maybe put a limit of max food can help but more it has member actuve more it will be easy to reaxh the ammount
I don't think a big goal is bad, but it feels a bit cruel that it still increases even if we failed a lower number. I feel like it should either stay the same or go back down 15% if the goal isn't hit.
Jen wrote:
I don't think a big goal is bad, but it feels a bit cruel that it still increases even if we failed a lower number. I feel like it should either stay the same or go back down 15% if the goal isn't hit.
Good point, Jen, thanks! You're right, so from now on the bar won't go up if the challenge fails.
Littlekin Team wrote:
Jen wrote:
I don't think a big goal is bad, but it feels a bit cruel that it still increases even if we failed a lower number. I feel like it should either stay the same or go back down 15% if the goal isn't hit.
Good point, Jen, thanks! You're right, so from now on the bar won't go up if the challenge fails.
I...yes? But it is fine for you strategy? Good luxk for implemenr that so but i fear about your 24h timing so
🐇Laupin🐇 wrote:
Littlekin Team wrote:
Jen wrote:
I don't think a big goal is bad, but it feels a bit cruel that it still increases even if we failed a lower number. I feel like it should either stay the same or go back down 15% if the goal isn't hit.
Good point, Jen, thanks! You're right, so from now on the bar won't go up if the challenge fails.
I...yes? But it is fine for you strategy? Good luxk for implemenr that so but i fear about your 24h timing so
Hey Laupin, thanks for asking! Yes, it's totally fine for us 😊 The daily goal is still based on yesterday's garden harvest plus 15%. The only change is that if a challenge isn't completed, the goal won't go up the next day. Missing a goal already feels discouraging, so we don't want to make the next one even harder. About the 24h timing, could you tell us a bit more about what worries you? We want to make sure we understand.
In fact i fear avout you batch of your 24h timing. If you fixing the goal of the amount made yesterday nit reaching it is like we need redo the same also it possinle the amount culitvate is less of thus goal. I hope you can compare that if possible and take , the same goal no obtain or the garden new goal. It is important for player paly mostly in week to player to oaly on weekend mostly. But maybe it need to test it? But it is is a big thunking of that ( and probaly need a maintenance of the community system for implement that)
🐇Laupin🐇 wrote:
In fact i fear avout you batch of your 24h timing. If you fixing the goal of the amount made yesterday nit reaching it is like we need redo the same also it possinle the amount culitvate is less of thus goal. I hope you can compare that if possible and take , the same goal no obtain or the garden new goal. It is important for player paly mostly in week to player to oaly on weekend mostly. But maybe it need to test it? But it is is a big thunking of that ( and probaly need a maintenance of the community system for implement that)
These are really good points! You're right that after a missed goal there are two options: keep the same goal, or use the new goal from yesterday's garden harvest. And you're right that player activity can be very different on weekdays and weekends, so one choice might feel fair on some days and too hard on others. Because of that, we agree the best thing is to wait and measure. We'll watch how the challenges go over the next days, compare the options, and only then decide what works best for everyone. We'll keep you all updated here. Thanks again for helping us make it better 💚
I keep you idea un my subject of idea for garden community in suggestion Find the good formula will be complew in fact. I hope otehr can find other idea maybe. Thank you again for take time of think of it. You udea is good anyway and find the solution who can be happy all, difficult but manageable will be hard.
Littlekin Team wrote:
Jen wrote:
I don't think a big goal is bad, but it feels a bit cruel that it still increases even if we failed a lower number. I feel like it should either stay the same or go back down 15% if the goal isn't hit.
Good point, Jen, thanks! You're right, so from now on the bar won't go up if the challenge fails.
Thank you guys for listening to our feedback and keeping it all in mind T~T <3 Here is hoping we'll get into a good rhythm with the challenges so we can finish them!
Littlekin Team wrote:
🐇Laupin🐇 wrote:
In fact i fear avout you batch of your 24h timing. If you fixing the goal of the amount made yesterday nit reaching it is like we need redo the same also it possinle the amount culitvate is less of thus goal. I hope you can compare that if possible and take , the same goal no obtain or the garden new goal. It is important for player paly mostly in week to player to oaly on weekend mostly. But maybe it need to test it? But it is is a big thunking of that ( and probaly need a maintenance of the community system for implement that)
These are really good points! You'r
Thanks Littlekin team for your attention and making changes so swiftly! We all appreciate it and it bodes well for the site going forward
I feel like the fact that even the Carrots aren't really going through right now shows people feel discouraged with the requirements at the moment ^^; (Not to mention that you don't get anything if you fail despite how close you get)
At this point, I feel like I'm wasting food, which already takes a long time to grow. 30 mins per carrot batch is a bit of time and people might not have a lot of playtime to spend on the site to harvest the gardens. It's very little reward for no gains at all.
Food is taking too slow!
I just sent you an email since my question might be a bit sensitive for here...
I just sent you an email since my question might be a bit sensitive for here. Could you check it whenever you are free, Littlekin Team? Pretty Please?
Hey everyone! We've been working through your feedback and making Littlekin a little easier to care, connect and explore in. Here's a quick roundup: 1. My Littlekin now shows each pet's needs, XP progress and last-care time together. The heart-shaped Care action takes you straight to that pet's care page. 2. Wondering what an item does? Click its name in My Little Shelf to open its description, just like in the shop. 3. Wish upon a Wand now gives 5 bonus XP and 1 extra Happiness when you play with it equipped. 4. Forum likes! You can like posts and replies, see who liked yours, and receive a notification when someone does. Likes appear under Forum notifications, and Friends when they come from a friend. 5. More personal profiles. Caretakers can add a short bio and choose a status, such as "Open to playdates". You can also optionally share a broad summary of when you usually play. Pet profiles now show birthdays, too! 6. Growing friendships now shows ten friends at a time inside the profile popup. If you visit a friend through one of your pets, the playdate uses that pet, even if you were caring for someone else earlier. 7. Block and unblock controls. You can block a caretaker from their profile to stop direct interactions between your accounts and pets, including messages, comments, ratings and playdates. 8. Garden food and item storage can be upgraded from the Sanctuary, up to 999 of each item type. Thank you for the suggestions, screenshots and patient bug reports. We are not done, so if something feels off, please let us know here.

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