I drew the two markers following Gestalt principles: they're incomplete shapes (a half-drop, a half-heart) that the brain tends to complete, the principle of closure, and the half-heart echoes the heart the game shows when petting, so it's recognized instantly.
The markers work within a 5×5 tile area centred on the player. Inside it, the marker appears at full opacity; outside, it drops to 20%, using opacity as a visual variable (Bertin, 1967) to control the hierarchy: far sits in the background of attention, near rises.
As the game offers tools that automate watering (sprinklers), feeding (autofeed), and petting (Auto-Petter), the marker can be turned off. The interface only exists while it's needed.
Putting an icon over every object gave me pause, because filling the screen with markers also costs attention. GAG doesn't forbid showing information, but it points toward giving the player control to hide or reduce elements through exposing as many variables as possible for fine-tuning ("Allow gameplay to be fine-tuned by exposing as many variables as possible", General · Intermediate).
That's how I settled it: the tool is fully customizable, to fit whatever works for each player. It's the trade-off accessibility often imposes: the solution that removes a barrier isn't always the cleanest on screen, and one guideline can run into another.