Animal Crossing: Pocket Camp

Animal Crossing: Pocket Camp is a spin-off of the Animal Crossing series, developed and published by Nintendo for iOS and Android devices. It was released worldwide on November 21, 2017 (Australia saw the game's release one month earlier).

The game has a Microtransaction currency (Leaf Tickets) that can be used to bypass Item Crafting or timers. They can also be obtained by completing Goals in the game.


 * And Your Reward Is Clothes: Having an animal's friendship level reach level 7 will reward the player with said animal's default clothing. Most events will also reward clothing items.
 * Anti-Frustration Features:
 * Fish are attracted to the player's lure much easier compared to the main games.
 * Furniture/Clothing items are divided by category, so players can browse for a particular furniture/clothing item by simply searching by category.
 * During garden events, the player will be notified if their garden has rare creatures in it. This notification can appear regardless of where the player is currently at, even at another player's campsite.
 * When viewing a friend's profile, their garden status will be displayed, saving the trouble of making sure said friend's garden is well-watered or has empty spots to place rare creatures (garden events only).
 * Players can find out required furniture for an animal by viewing them in said animal's profile in the Contacts. Also, after obtaining those furniture, the player can choose to auto-arrange them if the player wants to invite said animal but does not want to rearrange the campsite themselves. Auto-arranged furniture can then be either kept or switched out back to the previous layout after that.
 * If a player wants to request Shovelstrike Quarry help from multiple friends, the player can simply choose which ones the player wants to ask for help, though up to 10 can be selected at a time.
 * If the player does not feel like completing an animal's particular request, the player can skip it. This will not work if the request is the last one in the chain.
 * Occasionally, balloon gifts can be found on the map. Tapping them will give the player items, with the gold ones giving crafting materials and sometimes tools. This can help a lot if the player is short on items for requests.
 * At the garden, the player has a choice of planting, harvesting, and watering multiple flowers at the same time, reducing the time spent in taking care of them.
 * Some items do not count towards Catalog completion, so completionists do not have to worry about missing out on special items like the Tourney trophies.
 * Anti-Poopsocking: Fruit trees will regrow new fruits three hours after it is shaken, ItemCrafting takes time, planted flowers bloom after a few hours, and players can only do a certain amount of requests per cycle. Since everything runs in real-time (like the main games), this is inevitable.
 * Arbitrary Headcount Limit: Up to eight animals can be kept at a player's campsite, not counting special NPCs that appear only in events or part of their special furniture.
 * Artificial Atmospheric Actions: Animals at a player's campsite will either sit, stand around, dance, chat with each other, eat/drink, or even interact with certain furniture/amenity.
 * Bribing Your Way to Victory: In Fishing Tourneys, the player can rent a golden rod using Leaf Tickets to always guarantee catching two event fish at once per successful fishing. This allows said player to speed up their total size progress compared to others that don't rent said rod.
 * Cap:
 * Up to 40 furniture items can be displayed at a player's campsite.
 * A player starts out with 100 inventory limit for miscellaneous items (fruits, fish, bugs, shells), which extends up to a certain limit via level-ups, but can be extended further with Leaf Tickets. As of version 1.3.0, the max limit is 300.
 * Up to 1,000 furniture items can be kept in a player's inventory.
 * Crafting items come with their own max limit, ranging from the minimum 30 for essences to 9,999 bags of friend powder. Like with the inventory limit, these items' caps can be extended via level-ups, but unlike the former they cannot be extended via Leaf Tickets.
 * RelationshipValues cap out depending on the thematic amenity the player has built and the animals associated with said theme, starting at 7 and, so far, maxing out at 20.
 * A player can kept up to 100 friends in the friends list, counting pending requests.
 * Collection Sidequest: Most events use this as their gimmick, ranging from request rewards in crafting events to rare creatures in garden events.
 * Commonplace Rare: Some seemingly-common furniture like the washing machine are special request-exclusives only, requiring the very rare sparkle stones to craft them.
 * Double Unlock: A few furniture items require a basic form of another furniture to be crafted first before the former can be made. These are never shared by the same animal, so if the player has yet to unlock a particular animal, they will be stuck with uncraftable furniture until that animal is unlocked.
 * Experience Meter: The player's level display also counts as this.
 * An Interior Designer Is You: One of the main aspects of the game (and the series in general).
 * Item Crafting: For the first time in Animal Crossing, the player can craft items using crafting materials. This can only be done one at a time, though, unless the player opens additional crafting slots using Leaf Tickets (up to three in total).
 * Loading Screen: At least for the ones that are shown every time the player moves between recreation areas, these are peppered with either in-game tips or random quotes/thoughts from an animal depicted on the screen.
 * Microtransactions: Like many free-to-play games, this game has a premium currency shop where the player can buy Leaf Tickets with real money.
 * No Cartoon Fish: Fish are not depicted in the same style as other characters.
 * Point and Click Map: How the player can navigate between recreation areas in this game.
 * Random Event: Occasionally, finishing an animal's request has a random chance of showing an event related to the given item(s), like making barbecue (fruits, fish) or having said animal show off their collection (bugs, shells). This will result in a bonus crafting item (varies by animal) rewarded. Only the flower-related requests will always show an event.
 * Rare Random Drop: Sparkle stones have a very, very low chance of being rewarded from certain animal requests. Said animal has to be level 10+ and an invisible variable has to reach a certain amount for this drop to even be possible.
 * Relationship Values: This game's level-up system depends on this, filling up by leveling up an animal's friendship level. Animals will gain friendship points if the player finishes their request, chats with them, changes their outfit if they ask to (campsite guests only), finds their lost item (again, campsite guests only), or builds an amenity. Reaching certain friendship levels will allow inviting the animal to the campsite, changing their clothes, new requests from that animal, obtaining that animal's clothing, or even obtaining new furniture that cannot be obtained elsewhere.
 * Timed Mission: Basically every request and goal you can do (except Stretch Goals). Animals that don't stay at the campsite will only be available for three hours before being switched out with another, while Timed Goals (including event-based ones) have their own set time limit.
 * Wholesome Crossdresser: Males can wear dresses, females can wear pants and shorts.