A+
A Plus Games Studio LLC

Plant Boss — Phase 1 Playable Demo

Prepared forAlana Jones-Bigham
Scope12 screens / 5 plants
BuildConcept prototype

How to try it

Everything below is live — tap the phone the way you would tap a real one. Two plants are already growing so you can start anywhere.

1 Open a plantTap Rhonda, who is thriving, or Kevin, who has been neglected. Each one has its own voice, mood and care timers.
2 Give it careWater, Sunlight and Inspect light up when they fall due. Attention only unlocks once the other three are current.
3 Speed up timeUse the controls under the phone. A garden day passes in seconds, and Ripen selected takes the open plant straight to harvest.
4 Harvest and chooseReseed, Bank the seeds, or Sell them. Watch the coins, Seed Bank and Boss rank all respond.

Also worth a look: the Shop, Seed Bank, Progress and Settings tabs along the bottom of the phone are all live, and the locked garden slots open with a simulated rewarded video. The panel to the right updates as you move, naming each screen and the balance figures behind it.

9:41
Test configuration — accelerated lifecycle
Garden day 1 0 plants growing

About this build. This is a concept prototype of the Phase 1 core loop, built to make the proposal tangible — screen architecture, plant personalities, care timing, mood response, harvest resolution, and the economy all behave as described in the document. Growth runs on the accelerated test configuration referenced in the proposal so a full seed-to-harvest cycle completes in seconds rather than days. Characters here are placeholder vector stand-ins for the production art; every timing, price, and reward is the configurable balance target named in the Master Blueprint v1.0, and each is locked with the Project Owner during pre-production. Plant dialogue uses the sample lines from Blueprint Section 3 wherever they exist. Where a mockup and the written Blueprint disagree, the Blueprint controls.