Potato Flowers in Full Bloom

Potato Flowers in Full Bloom

released on Mar 10, 2022

Potato Flowers in Full Bloom

released on Mar 10, 2022

A Japanese indie game being designed as a modern take on the Dungeon RPG genre. It has character creation with a selection for race and class, leveling up provides ability points for further customization. The game uses a party of 3 characters. The dungeon crawling uses grid-based movement and a first-person perspective for exploration but switches to third-person for interactions with NPCs, points of interest or combat encounters. Enemies are visible and don't appear to roam in the current gameplay. Encounters also doesn't appear to add extra enemies when combat begins. Combat is turn-based and characters have a stamina meter, it can get dangerous if not managed as even blocking requires a set amount. The enemy's actions are indicated above them to help the player decide on their actions each turn.


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I feel guilty for not loving this one.
It is a good one, there is nothing BAD about it, but I am not hooked.
People like this for being cozy. And what I understand now about me is that I'm not too fond of cozy games. It is like Animal Crossing of Dungeon Crawlers, and too much attention to details that are not important to me.

I greatly enjoyed this game. I was instantly taken in by its delightful art style, and was pleased to find out that it plays superbly well as well. What I like about it is that the game doesn't force you to rigidly adhere to a "correct" party line up, and lets you experiment and go whichever team you please.

It's a more forgiving DRPG experience than what I'm used to, and frankly I love that.

rly like the game flow here, minimal punishment and streamlined progression along with the very simplified paper dolls gives this a really diff feel from basically any other dungeon crawler of this style i've played. the isometric battle angle is cute and plays up a bit the puzzle battles and attrition angle this goes for. the skill system is a little dry but it makes sense for how low to the ground this is. i think a lot of this relies on generosity from the player and a willingness to indulge in abstraction; the worldbuilding and set up related details are charming, the bureaucracy bits are a silly spin, and the home base grounds this just enough but from the graphics to the sound to the progression it's streamlined to the point of almost arbitrary. i feel like i really wanted this right now but despite being a perfect beginner drpg i don't know who or why i'd recommend this to anyone unless they knew exactly what they wanted was like... to play one. flipside i think it carries a delightful indie spirit, it's light, it's breezy in length, the balancing is quite good, the roles all feel distinct, you can flesh out characters well in terms of build decisions, the look is simplistic but doesn't feel sterile or apple arcadey. it is very good at being what it is, it is what i want it to be, but i do fault it for rather conservative ambitions.

For a dungeon crawler, it's very comfortable. There's no gameover or penalty for losing battles. Shortcuts are frequent, you're not able to grind out an overpowered party (though how you play can easily make most of it a breeze), and there's a simple enjoyment from exploring to fill out the maps and item logs.

Finished in a bit over 10 hours. Party of Warrior, Wizard, Sorcerer. The lack of punishment meant I didn't care about healing (you also heal up anyway after combat). Had fun with a tank and two somewhat glassy cannons.