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Noah Clark · Mar 15, 2026

Game Mechanics: Random Events and Herb Effects

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Our game has buying, selling, and traveling — but every playthrough feels the same. Time to add some chaos. In this chapter we’ll build two systems: random events that trigger when you travel, and herb consumption with effects that wear off over time. Both follow the same pattern we’ve used throughout: build it with tests, keep the logic pure, wire up the UI last. Updating the Player…

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