Little Farm Story: Task-by-Task Breakdown
This reports breaksdown the tasks of the game 'Little Farm Story'
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Game Introduction
Little Farm Story by SayGames begins with a compelling narrative about a character escaping city life to build a farm. This narrative hook immediately establishes both motivation and a sense of progression for players.
Initial Values
Cash: 250
Seeds: 50
Coins (premium currency): 2
Task Breakdown:-
Early Game: Tutorial Phase (Tasks 1-10)
Task 1 - Repair hay factory (30 cash)
First interaction teaching basic economy
Simple objective requiring only 12% of starting cash
Creates initial investment in infrastructure
Task 2 - Cut 20 grass and deliver to factory
Introduces core collection mechanic
Teaches limited carrying capacity
Shows resource conversion (2 grass = 1 hay)
Establishes first production chain
Task 3 - Buy shop to sell hay (75 cash)
Introduces commercial element
Completes first full production chain (collect → process → sell)
Significant investment (30% of starting cash)
Task 4 - Collect and sell 10 hay to customers
First customer interaction
Completes initial game loop
Cash generation begins (hay = cash)
First interstitial ad appears here
No ads package offered: 799 coins for 300 coins, 500 seeds, 1k cash
Task 5 - Clear grass on tomato field (100 grass)
Introduces area expansion mechanic
Shows highlighted zone system
Continues reinforcing the collection mechanic
Task 6 - Buy tomato field (85 cash + 1 bag)
Introduces multi-resource requirement
Creates need for resource management
Second interstitial ad appears
Task 7 - Collect 15 tomatoes
Introduces new resource collection
Shows satisfying growth animation (11 seconds to ripen)
Creates parallel resource track to hay
Task 8 - Sell 30 tomatoes
Establishes new cash conversion rate
Introduces customer queue management
Shows how different products require different handling
Task 9 - Clear grass on the upgrades area
Introduces new map area through guided navigation
Camera transition teaches spatial awareness of farm layout
Reinforces area clearing mechanic
Task 10 - Buy upgrades building (100 cash)
Introduces progression mechanics
Backpack capacity upgrade tutorial (30 cash)
Another interstitial ad appears
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Early-Mid Game: Expansion Phase (Tasks 11-20)
Task 11 - Upgrade carrying capacity
First system upgrade
Immediate quality-of-life improvement
Introduces upgrade concept
Task 12 - Upgrade seed warehouse
Introduces automatic resource generation
1 seed generated every 2 seconds
Passive gameplay element added
Task 13 - Clear grass on tomato sauce factory
Expands production chain possibilities
Introduces the processing concept
Interstitial ad appears
No ads pop up appears again
Task 14 - Talk to grandfather
First narrative interaction
Breaks task monotony
Introduces character development
Ad appears (establishing ~3-4 min ad intervals)
Task 15 - Help Arnold with house building
Story progression
Character development
Sets up worker system
Task 16 - Repair home/town hall (90 cash)
Infrastructure development
Investment in permanent structure
Future worker housing introduced
Task 17 - Talk to grandfather again
Reinforces narrative
Explains worker system benefits
Maintains story engagement
Task 18 - Rescue tomato sauce factory worker
Introduces worker rescue mechanic
Character acquisition
Ad appears
Task 19 - Collect 15 tomatoes
Reinforces existing mechanic
Ensures resource availability for next task
Becomes routine task (familiarity)
Task 20 - Make 5 tomato sauce bottles
Introduces processing mechanic
New conversion ratio (5 tomatoes = 1 sauce bottle)
Processing time (12 sec per bottle)
Adds complexity to the production chain
Mid Game: Complexity Growth (Tasks 21-30)
Task 21 - Increase tomato farm field size (150 cash)
Farm expansion
Capacity increase
Higher investment cost shows progression
Task 22 - Repair cutter upgrade table (100 cash)
New tool system introduced
Tool progression mechanic
Task 23 - Upgrade cutter to level 2 (100 cash)
First tool upgrade
Visual improvement in tool
Gameplay enhancement
Task 24 - Find tomato field worker
Second worker acquisition
Begins automation of tomato collection
Labor specialization introduced
Task 25 - Clear grass on wheat field (100 grass)
New crop area preparation
Expanding production options
Map expansion
Task 26 - Buy wheat field (170 cash, 1 bag)
Third crop type introduction
Increasing resource cost
Diversification of farm
Task 27 - Sell 20 wheat
New resource conversion rate
Different growth time (50 sec)
Varied income source
Task 28 - Clear grass for egg factory
Animal production preparation
Further diversification
Map expansion continues
Task 29 - Buy egg factory (300 cash, 40 wheat)
First animal facility
Significant resource investment
New production chain introduced
Task 30 - Feed chicken with wheat (18 wheat)
New conversion mechanic (8 wheat = 2 eggs)
Resource transformation
Animal care mechanic
Mid-Advanced Game: Complex Systems (Tasks 31-40)
Task 31 - Sell 10 eggs
New high-value product (10 eggs = 140 cash)
Premium product tier established
Reward for complex production chain
Task 32 - Upgrade cutter to level 3 (600 cash, 16 sauce bottles)
Multi-resource upgrade requirement
Significant time investment (1min 30sec)
First rewarded ad opportunity to skip time
VIP pack popup, special offers appear
Task 33 - Rescue wheat field worker
Third worker acquisition
Further automation
Specialized labor assignment
Task 34 - Upgrade house (600 cash, 20 eggs)
Worker capacity expansion
Long upgrade time (10 min)
Increasing time gates
Task 35 - Repair bridge (500 cash, 14 eggs)
New area access mechanism
Significant wait time (15 min)
Resource sink for eggs
First major time gate showing monetization pressure
Task 36 - Cross bridge and pick up axe
New tool acquisition
Exploration reward
Gameplay expansion
Task 37 - Break objects with axe
New interaction mechanic
New resource (wood) introduction
Destructible environment elements
Task 38 - Clear grass on pumpkin field
Fourth crop area preparation
Continued map expansion
Pattern reinforcement
Task 39 - Collect 50 wood
Resource stockpiling
New collection focus
Tool utilization
Task 40 - Talk to grandfather
Narrative progression
Task variation
Player guidance
Advanced Game: Strategic Complexity (Tasks 41-50)
Task 41 - Fill grandfather's order for pumpkin seeds (100 cash, 10 tomato bottles, 1 bag)
Multi-resource order
Long completion time (10 min)
Rewarded ad opportunity
Strategic resource management
Task 42 - Collect 10 pumpkins
New crop introduction
Longer growth cycle (1min 30sec)
Higher value product
Task 43 - Sell 30 pumpkins
Higher value conversion
Multiple collections required (need to hit multiple times)
Time investment increases
Task 44 - Earn 300 cash
First general goal rather than specific task
Freedom in approach
Strategic decision making
Task 45 - Upgrade footpath to level 2
Infrastructure improvement
Quality of life upgrade
Visual progression of the farm
Task 46 - Earn 300 cash
Second general goal
Player autonomy
Strategic planning
Task 47 - Upgrade wheat efficiency (250 cash)
Production optimization
Focused improvement
Resource specialization
Task 48 - Upgrade fences to level 2 (250 cash)
Visual improvement
Farm progression
Multiple simultaneous upgrade paths
Task 49 - Break 10 objects with axe
Tool utilization reminder
Resource collection
Environmental interaction
Task 50 - Repair pier (600 cash, 25 eggs, 100 wood)
Major multi-resource project
Long completion time (20min)
Sets up next gameplay expansion (sailing)
Significant time gate encouraging monetization
Late Mid-Game: Adventure Introduction (Tasks 51-60)
Task 51 - Inspect pier
Narrative progression
Introduction to water travel concept
Sets expectation for new feature
Task 52 - Buy milk factory (700 cash, 45 pumpkins)
New high-tier processing facility
Expensive multi-resource requirement
Advanced production chain introduction
Task 53 - Sell 3 milk bottles
New premium product introduction
Complex conversion ratio (8 pumpkins = 1 milk bottle)
High-value product (45-50 cash per bottle)
Task 54 - Sell 30 wheat
Return to earlier resource
Resource management challenge
Cash generation for upcoming tasks
Task 55 - Upgrade pumpkin field (700 cash)
High-cost improvement
Capacity increase for key resource
Efficiency enhancement
Task 56 - Upgrade cutter to level 4 (915 cash, 10 tomato bottles, 10 milk)
Expensive multi-resource upgrade
Very long completion time (30 min)
Significant time gate
Monetization pressure increases
Task 57 - Rescue pumpkin field worker
Fourth worker acquisition
Further automation
Specialized labor
Task 58 - Repair dock (300 cash, 20 eggs)
Water transport preparation
15-minute construction time
Sets up adventure mechanic
Task 59 - Begin adventure to find boat engine
Introduces adventure system
Energy mechanic (15 thunder from starting 50)
New reward system (1j50 coins, 300 wood)
Task 60 - Collect 30 grass on other island
First off-farm task
Adventure gameplay
Resource collection in new environment
Advanced Game: Multiple Locations (Tasks 61-70)
Task 61 - Take 30 grass to factory on island
Resource processing in new location
Different conversion (2 grass = 1 seed)
Specialized production
Task 62 - Pick up engine
Quest objective completion
Key item acquisition
Progress toward transport upgrade
Task 63 - Break 3 objects with axe on island
Tool use in new environment
Resource collection
Environmental interaction
Task 64 - Return home
Adventure completion
Resource rewards (wood and seeds)
Introduction to repeatable adventure concept
Task 65 - Repair car (600 cash, 1 engine)
New transport system
15-minute repair time
Rewarded ad opportunity
Task 66 - Sell 20 eggs
Return to earlier product
Cash generation
Resource cycle maintenance
Task 67 - Upgrade running speed to level 2
Character improvement
Quality of life enhancement
Movement efficiency
Task 68 - Repair bridge (1000 cash, 10 milk, 180 wood)
Major infrastructure project
Expensive multi-resource requirement
Very long completion time (30 min)
Ad frequency increases
Task 69 - Pick up 2 wheels
Component collection
Quest progression
Exploration element
Task 70 - Collect 5 paints
New resource introduction
Collection mechanic
Car customization element
End Game: Advanced Features (Tasks 71-80)
Task 71 - Repair car (695 cash, 2 wheels, 5 paint)
Multi-component assembly
30-minute completion time
Major transport upgrade
Task 72 - Rescue trader worker
Fifth worker acquisition
New economic system introduction
Commercial specialization
Task 73 - Upgrade town hall (770 cash, 30 eggs, 55 wood)
Major building improvement
Long wait time (30 min)
Central facility enhancement
Task 74 - Upgrade tomato sauce factory (free first time)
Production chain improvement
Introduction to upgrade tiers
Future upgrades will cost resources
Task 75 - Complete trade order (50 wood, 60 tomatoes)
New economic system
Car utilization for delivery
New resource reward (15 bricks)
Task 76 - Repair axe upgrade table (400 cash, 7 bricks)
Tool system expansion
New advanced crafting material (bricks)
15-minute wait time
Task 77 - Earn 500 cash
Third general goal
Higher cash target
Economic pressure
Task 78 - Upgrade axe to level 2 (500 cash, 25 eggs)
Secondary tool progression
30-minute completion time
Rewarded ad opportunity
Task 79 - Collect 40 iron
New advanced resource
Tool utilization
Material collection for crafting
Task 80 - Inspect the wheat field
Environmental challenge introduction (crows)
Problem-solving scenario
Setup for next task sequence
Extended Progression Analysis:
Resource Introduction Timeline
Starting: Cash, Seeds, Coins
Tasks 1-10: Grass, Hay, Tomatoes
Tasks 11-20: Tomato Sauce
Tasks 21-30: Wheat, Eggs
Tasks 31-40: Wood, Pumpkins
Tasks 41-50: (Refinement of existing resources)
Tasks 51-60: Milk, Thunder (energy)
Tasks 61-70: Wheels, Paint
Tasks 71-80: Bricks, Iron
Time Gate Progression
Tasks 1-20: Seconds to minutes (11-50 seconds)
Tasks 21-30: Several minutes (1-3 minutes)
Tasks 31-40: 10-15 minutes
Tasks 41-50: 15-20 minutes
Tasks 51-60: 15-30 minutes
Tasks 61-80: 30+ minutes
Monetization Touchpoints
First ad: After Task 4 (first achievement)
No ads offer: Immediately after first ad
Increasing ad frequency: Every 3-4 minutes initially, more frequent after Task 60
Rewarded ads: Introduced around Task 32
Time skips: Increasingly valuable as wait times increase to 30+ minutes
Worker System Development
First worker: Task 18 (sauce factory)
Second worker: Task 24 (tomato field)
Third worker: Task 33 (wheat field)
Fourth worker: Task 57 (pumpkin field)
Fifth worker: Task 72 (trader)
Tool Progression
Basic cutter: Starting tool
Cutter level 2: Task 23
Cutter level 3: Task 32
Cutter level 4: Task 56
Axe: Task 36
Axe level 2: Task 78
Advanced Features
Transportation:
Bridge (Task 35)
Pier/Boat (Task 50-58)
Car (Task 65-71)
Multi-location gameplay:
Home farm
Adventure islands (Task 59)
Trading system (Task 72-75)
Environmental challenges (Task 80)
Design Insights
Onboarding Strategy: The first 10 tasks serve as an interactive tutorial, introducing core mechanics one at a time without overwhelming the player.
Production Chain Complexity: The game starts with a simple two-step process (collect → sell) and gradually adds processing steps and interdependencies.
Time Gate Strategy: Wait times increase strategically, from seconds in early game to 30+ minutes by Task 60, creating increasing monetization pressure.
Resource Diversification: New resources are introduced approximately every 10-15 tasks, maintaining interest and creating new goals.
Narrative Integration: Story elements are interspersed between mechanical tasks to provide context and motivation.
Automation Progression: Workers are gradually introduced to automate earlier tasks as new, more complex tasks become the focus.
Map Expansion: New areas unlock progressively through clearing, repairing bridges, and eventually boats and cars for travel to entirely new locations.
Visual Satisfaction: Each upgrade and expansion has a visual component, providing immediate feedback and satisfaction.
Adventure System: Around Task 60, the game introduces a parallel gameplay system with energy mechanics and special rewards, adding variety.
Economic Complexity: By Task 70-80, the game has evolved from simple direct sales to complex trading systems with multi-step production chains.
Challenge Evolution: From simply collecting resources, the game evolves to include environmental challenges (crows), transport logistics, and strategic resource allocation.
Long-term Engagement Hooks: Later tasks begin setting up systems (trading, multiple locations) that can sustain gameplay indefinitely rather than just advancing the linear progression.