The player often must react to incoming requests that occur as they play and serve them in the most effective manner to get the greatest possible reward.
Objectives and reward scenarios are usually time-limited, and the availability of resources limits the speed at which the player can serve the requests.
[6] Other examples of time management games include Airport Mania, Delicious, and Flight Control.
In a level, the player sets priorities (or immediate actions) for actors in order to satisfy appearing sub-goals that can be represented (e.g., as clients who want service or planes that need to land).
[1] The player may have the possibility to upgrade their available resources by spending the earned rewards; between the levels, the players would upgrade their actors using game currency earned in the level (e.g., make them move faster, make clients wait longer before failing a sub-goal, serve more clients simultaneously).