- Sunflower Land experimented with server load on a social media event.
- Sunflower Land offers multiple growth paths with different skill roles.
- The supply of resources, tools and weapons helps players decide their production strategy.
Sunflower Land launched a test on a Bumpkin meetup, dedicating one of the islands on its map to the social function. The game is now testing the capabilities of the terrain, adding a Treasure Island, as well as the more recent Bumpkin Meetup Island.
The Bumpkin Party also worked as a stress test, yet the game still managed to host 600 players in a hangout space.
Sunflower Land also doubled its player count, to 8.28K per day, at one point reaching the top 2 spot on the Polygon blockchain. The game peaked at 13.5K players per day, ensured by organic engagement. Sunflower Land is one of the games to avoid multi-accounting and botting with strict tracking. Sunflower Land has been wary of bots since the shovel minting accident which led to the shutdown of the game’s first version.
The game’s social media experiment also contained special prizes tied to the event. Sunflower Land continues with its approach of producing special NFT, including farm and island decorations. The presence of decorative items is also tied to owning the Rusty Shovel NFT, which is used to dig them out for resale.
Sunflower Land Offers More Complexity with Multiple Skill Paths for Bumpkins
Sunflower Land is also one of the games with a rather balanced economy, where SFL minting is almost at equilibrium. Players can cultivate different skill sets, which would facilitate trading. The game has grown quite complex, leading to user efforts to present statistics and help players decide on a path of production. Players may start with common crops, but they could also specialize.
Treasure Island is adding a dimension of rarity, by offering an element of luck and exclusive items not tied to basic farming. Players have the incentive to hold SFL and upgrade to more rare items and specialized farming.
Treasure Island itself is a grind-based economy, which still requires quite a bit of digging.
Fruit remains one of the newly introduced, relatively slow-to-produce crops, which can be crafted and resold on the internal marketplace.