The Memory
When I was in primary school, Tamagotchi captivated me. It felt somehow alive and real, even though it was just a pixelated chicken. The game design seemed magical—it challenged what I thought a game could be. Unlike typical games requiring constant control, you only needed to check in a few times a day. To a hardcore gamer, it might seem boring. But to me, it was a companion.
That memory stuck with me. If I were to make only one game in my life, it would be something in this direction.
I'm not a professional game designer—not even a hobbyist one. This is my first time ever making a game. Why am I doing this? I think I want to explore new methods of storytelling through games.
The Concept
This started as a simulation game about a plant. On the very first day, I changed it into a role-playing game. On the surface, it's still a desktop pet. What players need to do is water it once a day—maybe occasionally deal with other problems—but overall, it's very low-demand. So low that you might forget about it, just like a real plant on your balcony. And yes, it will get sick, die, and disappear forever. Just like a real plant.
But beyond this reality, there's a role-playing element. I'm still working on the plot. What players will see are items—mainly letters from an unknown sender, or memos from neighbors. Through this little window, all you can see is the plant and occasionally an item like an envelope. Yes, just an idle plant and a few scattered items tell the whole story. I hope it will be touching.
Game Design
The plant's growth rate is intentionally slow. I considered making it take a whole year, but that felt too long, so I compressed it to about a month. Every day the plant grows little by little—you'll notice the subtle changes if you open it daily.
Weather System: The game simulates real weather via API, matching the player's location as closely as possible. I want the plant to experience the same weather as the player. Fingers crossed this works out.
Transfer System: Players can cut a flower or fruit to send to another player. Imagine the excitement of opening the game window and finding a surprise gift from someone else!
Extra feature: I’m experimenting with a mechanic that allows real-world artifacts to influence the plant’s biological state.
Current Status
I started this project a week ago, mainly working on artwork. Since the growth rate is slow but I want many growth stages, I'm making each stage show a small change, just like a real plant. Sometimes I'm moved when I notice my balcony plant has grown a new leaf overnight. It's all about time.
I'll try my best to finish the game by year's end. Will update here when I can.