Toys and Items

Entertainment Objects

Toys provide fun and entertainment for your pet. Unlike minigames, toys are inventory items that get used up over time.

How Toys Work

  1. Toys are stored in inventory

  2. The AI selects a toy to use

  3. A play animation occurs

  4. Fun increases significantly

  5. The toy is consumed (used up)

Each toy use removes one from inventory.

Available Toys

Baby Toys

Only one toy works for babies:

Toy
Fun Boost
Notes

Rattle

High

Baby only, essential

The rattle is crucial for baby entertainment. New pets start with one.

Child+ Toys

Older pets have more options:

Toy
Fun Boost
Notes

Ball

Good

Classic play item

Doll

Good

Imaginative play

Teddy Bear

Good

Comfort toy

Blocks

Moderate

Building play

Skill Toys

Some toys also increase skills:

Toy
Fun
Skills

Art Set

Good

+Expression

Puzzle

Good

+Logic

Jump Rope

Good

+Endurance

Book

Moderate

+Expression, +Logic

Instrument

Good

+Expression

These provide fun AND skill development.

Toys vs Minigames

Feature
Toys
Minigames

Fun gained

Good

Good

Gold cost

Purchase price

Free

Gold earned

None

Yes

Uses up

Yes (inventory)

No

Age required

Varies

Child+

Minigames are generally more efficient, but toys work for babies who can't play minigames.

The Baby Toy Situation

Babies face a unique challenge:

  • Cannot play minigames

  • Cannot visit the park

  • Only the rattle toy works

  • Rattle gets used up

This is why new pets start with a rattle. The AI uses it for baby fun.

If the rattle runs out:

  • The only option is petting

  • Petting gives very little fun

  • Baby fun becomes hard to maintain

The AI conserves rattle usage when possible.

Acquiring Toys

Toys can be:

  • Starting inventory - New pets have some toys

  • Purchased - Buy at the shop or mall

  • Found - Occasional discoveries

When inventory runs low, the AI may purchase more toys.

Using Toys

The toy usage sequence:

  1. AI decides toy use is appropriate

  2. Opens stuff/item menu

  3. Selects a toy

  4. Play animation shows

  5. Fun stat increases

  6. One toy removed from inventory

Every step visible on screen.

Toy Strategy

The AI makes smart toy decisions:

For Babies

  • Use rattle when fun is low

  • Don't waste on slightly bored

  • Save for when really needed

For Older Pets

  • Minigames usually better

  • Toys as backup option

  • Skill toys for development

  • Variety for interest

Item Cooldown

After using a toy, there's typically a short cooldown before another can be used. This prevents rapid consumption.

Accessories

Related but different: accessories are wearable items:

  • Hats, clothes, decorations

  • Don't affect stats

  • Pure cosmetic

  • Persistent (not consumed)

The AI can dress the pet in accessories through the accessory menu.

Starting Inventory

New pets typically have:

  • One rattle (for baby stage)

  • A few child-appropriate toys

  • Some basic items

This starting kit helps with early entertainment needs.

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