The problem is I don't know what direction to take the game. If I make it really simple and fast-paced then everyone loses interest in like a week or two.
I wanted to try and make it a slower game, but with less click spamming and more planning involved.
For example, maybe plants take a good bit longer to grow, but you're not expected to manually water them. Sprinklers would cost less, but you'd have to run piping to them and control how much fertilizer and weed killer you put in the system to make sure you don't waste any. Perhaps I could make an inventory system where you can create storage containers to store seeds/crops, so you'd actually have to do some travelling. There could be actual shops to buy stuff at rather than a slash command. This would probably make it easier for new players to grasp, as well as open the door for crafting things later on.