Game Mechanics

Moving Items
There are items that can be moved. And there are items that can not be moved. And there are items that require one or more tiles on the ground and there are items that float above. The items that cannot be moved should be either destroyable or will vanish after several harvests.

If an item can be moved, you either drag & drop it around or you select it and then select a free tile or empty air space for floating objects. To select a consumable, you need a long click, see below.

This movement inititates a merge, see below.

For items that require tiles, you can move them by displacement, if you drop other items on them. This type of movement does not initiate a merge. In home map, it is easier to just use the setting with overlap merge, so you can place items next to each other without initiating a merge.

You can place items if you let go of the drag & drop outside the ground area. The item will fall somewhere near the edge and this won't initiate a merge.

Merging
Merging can be done by combining 3 or more mergeable items of the same type and tier (e.g. 3 Candles). If you move an item that is not mergeable, the game will tell you with a small notice above the item. You will see a white lining around all items that will be pulled into the merge.

When you merge exactly 3 items, the result will be 1 item of 1 tier higher. As an example, 3 Candles (tier 2 Love Lanterns) will produce 1 Candle Dicks (tier 3 Love Lanterns).

When you merge exactly 5 items, the result will be 2 items of 1 tier higher. As an example, 5 Candles will produce 2 Candle Dicks.

Merging 4 items will produce 1 item of 1 tier higher, and leave one of the 4 input items as it was (though if it was on a polluted tile, that tile will be healed).

Merging higher number of items can lose you some of the starting items, e.g. 5 and 6 will both result in 2 items. And if you merge a lot of items, the output of your merge can merge too, even merging with nearby items of that tier. This "chaining" can be turned off in your home base, but this option does not affect any other maps.

You can also alter the behaviour of item placement in your home. Normally, if you drop an item between two items, a merge will happen; turning the option on to only merge if you place an item over another item instead of next to it.

If you want to merge floating Objects, you have to look at their base circle. They highlight if they would merge.

Merging groups
When you merge a large amount of items, the game will do the following:
 * Merges will try to consume as much of your starting items indicated by the white lining.
 * Merges will try to make as much higher tier items as will be possible with 5 and 3 mergers, giving back at most 1 starter item. Therefore you have best efficiency with multiples of 5.

Unfortunately, with each merging step, there might be obstacles. Dimensional chests can appear or item placement can be blocked by map edges or other items. Sometimes a mass merge will even split into two merges of the next step, due to obstacles.

Also, if for a next step there are items with the correct tier nearby, they will be pulled into the merge. If you do a chain merge, you will get an empty bubble with increasing healing power for each step. Up to five steps or so.

Table for each step:

Mouse Interactions
The game uses only the left mouse button, but in various ways.

Single Short Click. Selects and trys to consume or activate.

Single Long Click. Selects.

Clicking an empty tile while an item is selected moves that item into the empty tile.

Double Click. Harvest or Work or Attack, depends on target. If it can be activated, it will be activated plus harvested/worked, and if it is consumable, it will be consumed.

Drag&Drop. The map can be scrolled with that. For nymphs, this initiates the Double Click Action, without doing any possible activation. For items, it moves them, where you drop them, and while holding an item, you can scroll the map by pointing at the edges. Empty tiles will be filled with the dropped item. Occupied tiles depend on the items. If the items can be combined (like a key and a chest), they combine, otherwise the dropped item will push the other item away. This pushing will not initiate a merge.

Quadruple Click. Any T6+ harvestable structure can be harvested by two nymphs. To send the second one, you either have to do four clicks before the first nymphs starts, or send the second nymph via Drag&Drop. This is, because the third click on the item would be an activation of an ongoing harvest, and such a click cancels the harvest.

Flinging. That is a Drag&Drop motion where you let go while in motion. You can fling any floaty object, like nymphs, bubbles and air ships. A nymph will "reset", if you fling her too far. You need to do this, if a nymph gets stuck and unresponsive. Any other item will just reappear somewhere in the middle if you fling it over the edge of the allowed air space.

Healing Tiles
Certain actions provide Healing Power. This "energy" floats to a nearby polluted or dead tile (or a Golem) and trys to heal it. Leftover healing will spread to other nearby polluted tiles. Low healing power will be consumed by a dead tile entirely. If there is nothing to heal, healing power gets converted into score points.

Actions that produce healing power are clicking a pheromone, activating a flower bed, popping a combo bubble, creating candles, merging trees, merging flowers. Big healing only comes from pheromones, but some maps benefit from creative application of other forms of healing.

Dead Tiles can only be healed by merging the item on it or by activating a special Heal Extender tile next to them (some maps do have those). Polluted tiles can also be healed by merging.

Key Item Tiles show a silouette of an item and have a floating key above them and a clouded area near them. They first have to be healed and then the key item can be placed on the tile. The key item is not consumed. If the key is clicked, you get a pop umessage indicating what item is needed, but the tile has to be healed first for this.

Item Actions
An item can take on various actions by the player. The player can harvest, work, attack or activate an item. Harvesting, working and attacking requires double clicking but activating requires a single click. Most items can only take on a single action but there are items that can take on multiple actions or no actions at all. For example Flower Beds are both harvestable and activatable and Fertility Statue takes no actions.

Harvesting
Double clicking a harvestable item issues a Nymph to harvest it. After the harvest timer passes, the Nymph flys away with a newly created item. T6+ items can be harvested by 2 Nymphs at the same time. If an item is being harvested, clicking on the item or the harvesting Nymph stops a harvest.

Nymphs will auto-harvest available items as long as there is more than 1 empty tile on the map. Auto-harvesting can now be turned off for the home island map; but this does not affect any other maps.

For most item, the harvest process does not harm it in any way but some items disappear after certain harvest actions. Usually Junk Items and some items on Event Maps.

Dissipating Items
Dissipating items vanish after certain harvest actions. Dissipating items and their harvest limit is as follows:


 * Junk: 1 harvest.
 * Junk Pile: 3-4 Wax and if you Activate it, the rest will appear directly
 * Cracked Stove: 2-3 harvests and shares those 2-3 with Activation Clicks.
 * Broken Clock: 2-3 harvests
 * Old Barometer: 2-3 harvests
 * Cracked Stove: 2-3 harvests
 * Wax Figure: 2-3 harvests
 * Sunken Submarine: 3-4 harvests
 * Locomotive Wreck: 4-5 harvests
 * Steamship Wreck: 4-5 harvests

Working
Double clicking or dragging a nymph on a workable item issues a Nymph to work on it. After the work timer passes, the Nymph converts the item into another item. This conversion is irreversible and it destroys the first item. Some examples to workable items are safes, eco dildos, bras and panties. Buildings in home base have to be worked too, before they give their bonus.

Nymphs will not work on any item unless the player manually issues the command. An item can be worked by only one Nymph.

Attacking
Double clicking or dragging an nymph on an attackable item issues a Nymph to attack it. If an item is attackable, then they cannot be harvestable or workable. Attackable items cannot be merged, moved or sold. It is possible to issue multiple Nymphs to attack on the same target. Nymphs attack by sending damaging orbs to the target and each orb deals 1 damage. Attackable items get destroyed when their health reaches zero and as a result they drop mergable items. They will drop same amount of items they occupy on the map. Some examples to attackable items are golems and factories.

You can abort an attack by issuing the nymph any other command, like moving her.

For golems there is a special attack, that does not involve nymphs. Just do any healing. Instead of targetting polluted tiles, the healing power will target any active golems.

Activating Items
Clicking (tap) on an activatable item activates it. There are two kinds of activatable items:


 * Single Use Activatable Items: These items activate and immediately vanish upon activation. Some examples to these items are pheromones, clouds and sex toys. These items cannot be sold or destroyed.


 * Permanent Activatable Items: These items can be activated whenever their cooldowns are available. This cooldown mechanic is referred as active cooldown. They do not vanish upon activation. Some examples to these items are balloons, lower tier treasuries and warehouses.

Waiting
Technically not an interaction, but some items will do things, if you let them. Like a mergeable item transforming into another item or spawning new items.

Timers
There are two types of cooldowns in the game; Active cooldowns and Passive cooldowns. The name of the cooldown refers to what action the player must take to start the cooldown, not how the cooldown works.

Active cooldowns
Usually spawner items that give its spawn on click have an active cooldown. You do the activation and after the cooldown in real time, the item is recharged. Neither the map with the item nor the game itself has to be open for this. Technically, this is, because the game remembers the date and time when the item was activated.

There might even be a sound effect for those items. Examples are the sprouting Ents, that get their Dowsing Rod back or Storage Buildings generating coins or crystals.

Passive cooldowns
Usually spawner items that spit out its spawn whenever there are two or more free tiles around it. They might have one charge that comes out on click, once. So there might be confustion, what kind of timer the item really has.

The player must be playing the map with the item on it for passive cooldowns to advance. The only thing that advances the passive cooldown is playing without having other screens open. You can't be on "pause". If your nymphs stop flying around you are on pause. If your browser puts the game into sleep or reduced activity, time might stretch for the game. Audio is no indicator for this. Technically, this is because the game counts seconds after the item did it's function last.

Passive cooldowns will reset if the cooldown expires and there is no space to spawn the item. If the item has a long cooldown and your map is chronically full, you might even think, the item is not a spawner item at all. Passive cooldowns will pause on bubbled items.

Some items transform if their passive cooldown is up. For example, the T0 Candles and Ents and Seedling transform into T1. Or deactivated Golems wake up.

Map full
When the map is full, you can no longer command Nymphs to harvest. This happens with only two free tiles left. Passive spawners, such as Golem Totems, will not spawn any more items (though they will even refuse to spawn more items when there's only 1 more space left directly around them, ignoring the state of the map as a whole).

Activations can still fill those free tiles, even Nymphs that are still holding their last harvest and do not want to place it, will drop their item on those free tiles

When items can't fit anymore and the game does not simply refuse to place them, the game will put them in a bubble instead.

A trivial solution to auto-harvest, is to have a full map. The downside is, your passive items will not produce and of course you cannot do manual harvests. But you can sort your map.

Floating Objects
Almost all objects in the game occupy at least one tile (1x1) and they are completely stationary. However, there are some objects that do not occupy any tiles at all. These objects are called floating objects and they cannot be bubbled. A few examples of floating objects include wind lamps, balloons and clouds. Floating objects do not occupy tiles on the ground and they can only be merged if the player overlaps 3 or more of them.

It is speculated that the game considers Nymphs as floating objects.

Wax candles always enter the screen floating from left to right, while other floating objects remain stationary at their location unless player moves them.

You can place floating objects above each other at the exact same spot, if they do not merge with each other.