Fun and Happiness

The Fastest Declining Need

Fun decreases faster than any other stat. Keeping a pet entertained requires regular attention and varied activities.

How Fun Works

The fun stat represents happiness and entertainment. It declines rapidly as boredom sets in. A bored pet becomes sad and may misbehave.

Fun Levels

Level
Range
Status

Happy

70-100

Entertained and content

Content

35-69

Okay but could use fun

Bored

20-34

Needs entertainment

Miserable

0-19

Very unhappy

Ways to Increase Fun

Minigames (Best Option)

Playing minigames provides significant fun boosts PLUS earns gold. This makes minigames the AI's preferred method for entertainment.

Available minigames:

  • Flag memory game

  • Mimic sequence game

  • Dog washing game

  • Bar timing game

  • Falling objects game

  • Plant matching game

Each minigame gives around 15 points of fun plus gold rewards.

Toys and Items

Using toys from inventory increases fun:

  • Rattle (babies only) - High fun boost

  • Ball, dolls, blocks - Various fun amounts

  • Skill-boosting toys - Fun plus skill gains

Park Visits

Going to the park provides fun and a chance to meet friends. Available from child stage onward.

Petting

Simply petting the pet gives a small amount of fun. This is the slowest method but always available.

Age Restrictions

Different ages have different options:

Age
Best Fun Options

Baby

Rattle toy, petting

Child+

Minigames, park, toys

Babies have very limited fun options, making their care more challenging.

The Baby Fun Problem

Babies cannot play minigames or visit the park. Their only real option is the rattle toy. If the rattle runs out, they're stuck with petting, which provides very little fun.

The AI prioritizes toy usage for babies because alternatives are so limited.

Fun and Gold Together

This is why minigames are the preferred solution:

Activity
Fun Gained
Gold Gained

Minigame

+15

+40 to +90

Petting

+0.4

None

Park

+15

None

Minigames solve two problems simultaneously. The AI uses them frequently.

Consequences of Low Fun

When fun is too low:

  • The pet shows sad expressions

  • A "bored" moodlet appears

  • Discipline may decrease

  • Misbehavior becomes more likely

Balancing Fun with Other Needs

Fun is important but not as critical as hunger or health. The AI priority is:

  1. Survival needs (hunger, health)

  2. Blocking issues (misbehavior, mess)

  3. Comfort needs (including fun)

  4. Maintenance activities

A hungry pet gets fed before being entertained. A starving pet definitely gets fed before games.

The Fun Decay Challenge

Because fun declines so quickly, it needs frequent attention. The AI might play multiple minigames throughout the day to keep fun in healthy ranges.

This rapid decay makes fun the "maintenance" stat - it's rarely in emergency status but often needs topping up.

Variety Matters

While minigames are efficient, variety adds interest:

  • Different minigames

  • Occasional park trips

  • Using toys

  • Mixing activities

The AI may vary activities for a richer experience rather than always choosing the most efficient option.

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