A game that involves two distinct phases - first, spending a player-driven amount of time 'setting up'. Second, spending a roughly equal time 'cashing out'.
Thinking about this as a tool for practicing real-life resource and time management. . .
People wanted a pause button in Starseed Pilgrim, and they wanted one for Dark Souls, too. Should I or Dark Souls have capitulated?
When making 31 unmarked games, I gave each game a base of 3-4 hours of time. At the 2-hour mark I made this pivot: to stop 'setting up' and experimenting, so I'd have enough time to 'cash in' and polish/finish the design and everything else that needed finishing.
Time management.