<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Farming on Nathaniel Inman</title><link>https://nathanielinman.com/tags/farming/</link><description>Recent content in Farming on Nathaniel Inman</description><generator>Hugo -- 0.147.7</generator><language>en-us</language><copyright>Nathaniel Inman</copyright><lastBuildDate>Sun, 16 Nov 2025 00:00:00 +0000</lastBuildDate><atom:link href="https://nathanielinman.com/tags/farming/index.xml" rel="self" type="application/rss+xml"/><item><title>Oddseed</title><link>https://nathanielinman.com/oddseed/</link><pubDate>Sun, 16 Nov 2025 00:00:00 +0000</pubDate><guid>https://nathanielinman.com/oddseed/</guid><description>&lt;p>Every browser farm game I remember asks for one thing: come back on time. Crops wither, energy refills on a timer, and the whole loop is built around the guilt of leaving. &lt;strong>Oddseed&lt;/strong> started from the opposite question. What if a ripe crop just kept growing, and the only thing you had to decide was when to stop?&lt;/p>
&lt;h3 id="let-it-ride">Let it ride&lt;/h3>
&lt;p>A crop ripens on a timer (36 seconds for a radish, four and a half minutes for a Golden Pumpkin) and then keeps &lt;strong>overgrowing&lt;/strong>, one stage every 12 seconds while the game is open. Ripe, Plump, Hefty, Prize, Giant, Legendary. Every stage is worth more, from 1x up to 4.5x, and every stage raises the chance that the next tick goes wrong: blight takes the crop (and leaves compost behind, which grows the next one 1.5x faster), crows knock it back two stages, and a storm flattens a whole row of overgrown crops back to Ripe. You can harvest at any time. That&amp;rsquo;s the entire game, and every harvest is a decision.&lt;/p></description></item></channel></rss>