
Comments (3)
this style looks amazing
hold on i dont even understand half the words but it looks cool
Game Soundtrack
- 1.Eros
- 2.Plantea
- 3.Pueblo fantasma no tan fantasma
- 4.El de la tienda
- 5.Explorando (1)
- 6.Hey amigo
- 7.Carno Tema
- 8.Fuente
- 9.Cueva H
- 10.A mover los circuitos
- 11.Eres la estrella, de veritas de veritas.
- 12.Pueblo Atolon Criptón.
- 13.Bailarín extraño
- 14.Movimientos digitales
- 15.Siente
- 16.No debió terminar asi.
- 17.El fin? ¯_(ツ)_¯
IN ENGLISH
A farming game with a classic Game Boy aesthetic—but with its own soul. It mixes the relaxed exploration and management of games like Stardew Valley, the narrative combat of Undertale, and the surrealism of Yume Nikki, all wrapped in a black-and-white atmosphere full of psychological suspense and emotional philosophy. What really makes it unique is its emotional botany system, where plants don’t just grow… they feel, act, and fight for you.
The heart of the game is imagination: you can create your own plants from scratch by combining shapes, colors, effects, and flavors. Using a pencil powered by RED, the player can turn ideas into seeds, plant them, and watch them grow—so long as they have enough imagination (the game’s main “resource”).
Every plant is unique in both design and description as long as you make it your way. You grow them from the design stage: you choose if it’s a fruit, vegetable, or flower. And it’s not just decoration: plants have a purpose in combat, trade, and storytelling. This system isn’t just customizable—it rewards creativity and experimentation.
Combat is turn-based, but far from traditional. Each boss has a personality defined by their tastes. There are three types of plants:
Vegetables: Single-use. Deal direct damage with a 20% bonus.
Fruits: Also single-use. Deal area damage, but no bonus.
Flowers: Stay planted on the field. Apply 25% of their effect each turn and also protect you from enemy attacks. Their duration depends on their nutrition.
And here’s the most important part: flavors. Each plant has a flavor (sweet, salty, sour, bitter…), and each boss reacts differently to them. Give an enemy something they love, and you might soften them up or unlock new options. Use flavors they hate, and you could offend them, make them flee the fight, or even worsen your relationship.
This turns every battle into an emotional puzzle, where knowing the enemy is more important than spamming attacks—if you want the full experience. The Undertale inspiration is clear, with multiple routes based on your decisions and movement during boss fights.
A plant’s “nutrition” is basically its combat power or lifespan in the field, determined by how much imagination you used to create it. Imagination regenerates by walking, interacting with NPCs, or simply sleeping (and dreaming!).
No energy bars or traditional meters—everything revolves around how you manage your creativity.
The game is full of alternative routes, dungeons, and random events. Puzzles are generated by combining pre-designed fragments, so each playthrough is different.
Before diving into dungeons, the game encourages you to explore and meet NPCs, many of whom act as guides. Some help you recover imagination or give hints on how to approach certain fights. Relationships matter.
There are even unique narrative moments, like the appearance of a gecko who teleports with boxes and insults you. Because who doesn’t love a rude teleporting gecko, right?
EN ESPAÑOL
Un juego de granja con estética clásica tipo Game Boy, pero con alma propia. Combina la exploración y gestión relajada de juegos como Stardew Valley, el combate narrativo de Undertale y lo surrealista de Yume Nikki, todo envuelto en una atmósfera en blanco y negro cargada de suspenso psicológico y filosofía emocional. Lo que lo hace realmente único es su sistema de botánica emocional, donde las plantas no solo crecen... sienten, actúan y combaten por ti. Un juego de granja con estética clásica tipo Game Boy, pero con alma propia. Combina la exploración y gestión relajada de juegos como Stardew Valley, el combate narrativo de Undertale, todo envuelto en una atmósfera en blanco y negro cargada de suspenso psicológico y filosofía emocional. Lo que lo hace realmente único es su sistema de creacion de plantas.
Sistema de creación de plantas
La base del juego gira en torno a la imaginación: puedes crear tus propias plantas desde cero combinando formas, colores, efectos y sabores. Usando un lapiz que funciona en base al RED, el jugador puede convertir ideas en semillas, plantarlas y verlas crecer, siempre que tenga suficiente imaginación (el "recurso" principal del juego).
Cada planta es única en diseño y descripcion siempre y cuando las hagas a tu voluntad. Se cultiva desde el diseño: puedes decidir si es una fruta, verdura o flor. No es solo decoración: las plantas tienen un propósito en el sistema de combate, comercio y narrativa. Este sistema no solo es personalizable, sino que recompensa la creatividad y experimentación.
Combate basado en plantas y sabores
El combate es por turnos, pero lejos de ser tradicional. Cada jefe tiene una personalidad definida por sus gustos. Hay tres tipos de plantas:
Verduras: De un solo uso. Hacen daño directo con una bonificación del 20%.
Frutas: También de un solo uso. Hacen daño en área, pero sin bonus.
Flores: Se quedan plantadas en el campo. Aplican un 25% de su efecto cada turno y también te protegen de ataques enemigos. Su duración depende de su nutrición.
Y aquí entra lo más importante: los sabores. Cada planta tiene un sabor (dulce, salado, ácido, amargo...), y cada jefe tiene reacciones únicas a ellos. Si le das a un enemigo algo que le encanta, podrías ablandarlo o desbloquear opciones nuevas. Pero si usas sabores que odia, podrías ofenderlo, hacer que se retire del combate o incluso empeorar tu relación con él.
Esto convierte cada batalla en un puzle emocional, donde conocer al enemigo es más importante que spamear ataques, esto si buscas completar toda la experiencia. Por lo demas se nota bastante la inspiracion en undertale al haber varías rutas segun tus decisiones y el movimiento durante la lucha contra el jefe.
La "nutrición" de una planta es básicamente su potencia en combate o vida útil en el campo, y se determina por cuánta imaginación usaste para crearla. La imaginación se regenera caminando, interactuando con NPCs o simplemente durmiendo (¡y soñando!). No hay energía ni barras tradicionales: todo gira en torno a cómo gestionas tu creatividad.
El juego está lleno de rutas alternativas, mazmorras y eventos aleatorios. Los puzles se generan combinando fragmentos prediseñados, por lo que cada partida es diferente. Pero antes de centrarte en mazmorras, el juego te incentiva a explorar y conocer a los NPCs, muchos de los cuales actúan como guías. Algunos te ayudan a recuperar imaginación o te dan pistas sobre cómo enfrentar ciertos combates. Las relaciones importan.
Incluso hay momentos narrativos únicos, como la aparicion de un gecko que se teletransporta con cajas que te insulta.
EM PORTUGUÊS
CONDIÇÃO CLIMÁTICA
Um jogo de fazenda com estética clássica de Game Boy—mas com alma própria. Ele mistura a exploração e gestão relaxada de jogos como Stardew Valley, o combate narrativo de Undertale e o surrealismo de Yume Nikki, tudo envolto em uma atmosfera preto e branco cheia de suspense psicológico e filosofia emocional.
O que realmente o torna único é o sistema de botânica emocional, onde as plantas não apenas crescem… elas sentem, agem e lutam por você.
Sistema de Criação de Plantas
O coração do jogo é a imaginação: você pode criar suas próprias plantas do zero combinando formas, cores, efeitos e sabores. Usando um lápis movido a RED, o jogador pode transformar ideias em sementes, plantá-las e vê-las crescer—desde que tenha imaginação suficiente (o principal “recurso” do jogo).
Cada planta é única tanto no design quanto na descrição, contanto que você faça do seu jeito. Você cultiva desde a concepção: decide se é uma fruta, vegetal ou flor. E não é apenas decoração: as plantas têm um propósito em combate, comércio e narrativa. Esse sistema não é apenas personalizável—ele recompensa a criatividade e a experimentação.
Combate Baseado em Sabores
O combate é por turnos, mas longe de ser tradicional. Cada chefe tem uma personalidade definida pelos seus gostos. Existem três tipos de plantas:
Vegetais: Uso único. Causam dano direto com bônus de 20%.
Frutas: Também uso único. Causam dano em área, mas sem bônus.
Flores: Permanecem plantadas no campo. Aplicam 25% do efeito a cada turno e também protegem você de ataques inimigos. Sua duração depende da nutrição.
E aqui está a parte mais importante: sabores. Cada planta tem um sabor (doce, salgado, ácido, amargo…) e cada chefe reage de forma diferente. Se você der ao inimigo algo que ele ama, pode amolecê-lo ou desbloquear novas opções. Mas se usar sabores que ele odeia, você pode ofendê-lo, fazê-lo fugir da batalha ou até piorar seu relacionamento.
Isso transforma cada batalha em um quebra-cabeça emocional, onde conhecer o inimigo é mais importante do que ficar apertando ataques—se você quiser a experiência completa. A inspiração em Undertale é clara, com múltiplas rotas baseadas nas suas decisões e movimentação durante os combates contra chefes.
Nutrição & Imaginação
A “nutrição” de uma planta é basicamente seu poder de combate ou tempo de vida no campo, determinada pela quantidade de imaginação usada para criá-la. A imaginação se regenera andando, interagindo com NPCs ou simplesmente dormindo (e sonhando!).
Sem barras de energia ou medidores tradicionais—tudo gira em torno de como você gerencia sua criatividade.
Mundo, Quebra-Cabeças & NPCs
O jogo está cheio de rotas alternativas, masmorras e eventos aleatórios. Quebra-cabeças são gerados combinando fragmentos pré-definidos, então cada jogada é diferente.
Antes de mergulhar nas masmorras, o jogo incentiva você a explorar e conhecer os NPCs, muitos dos quais agem como guias. Alguns ajudam a recuperar imaginação ou dão dicas sobre como enfrentar certas batalhas. Relações importam.
Existem até momentos narrativos únicos, como o aparecimento de um gecko que se teletransporta com caixas e ainda te insulta. Porque quem não ama um gecko rude que teleporta, né?
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al fin
#undertale #rpg #retro #puzzle #adventure #scifi