An honest word about energy timers
Nothing pulls me out of a good game faster than being told I've run out of energy and should come back in three hours. It's a design choice built around retention charts, not fun, and I'll never warm to it.
To be fair, some games use soft limits gracefully — a natural stopping point rather than a locked door. The ones that grate are those where you're clearly having fun and the game slams the brakes to make you wait.
When we review, we always note whether progress is gated behind timers, because it changes how a game fits into your life. A great game you can only touch twice a day is a different thing from one you can dive into freely.
My unsolicited plea to developers: trust that a good game brings people back on its own.
We'd rather recommend a shorter game with no walls than a bloated one full of them.
