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
Toys are stored in inventory
The AI selects a toy to use
A play animation occurs
Fun increases significantly
The toy is consumed (used up)
Each toy use removes one from inventory.
Available Toys
Baby Toys
Only one toy works for babies:
Rattle
High
Baby only, essential
The rattle is crucial for baby entertainment. New pets start with one.
Child+ Toys
Older pets have more options:
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:
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
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:
AI decides toy use is appropriate
Opens stuff/item menu
Selects a toy
Play animation shows
Fun stat increases
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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