I enjoyed this little story and the art was perfectly suited to the vibe and the themes. The story considers four characters besides the protagonist, and there are four growable plants that are thematically associated with those characters and are unlocked as the characters are developed. The story parts of the game are advanced through 1:1 dialogues between the protagonist and these characters, and you learn about those characters' needs and personalities as they develop. Only two of these are customers - the other two are family.
Based on the humanity of the characters and the way the author didn't shy from presenting flawed characters as being likeable, I'm looking forward to trying more of their games. Particularly the ones with more branching stories or more complex gameplay. The gameplay elements here felt unfinished: I assumed that you had to grow plants in order to satisfy customer requirements in order to draw income, but that's not what happens. Instead, you just build up stocks of plants forever, and customers just arrive and give you money when you click on them. There's no connection between the two except that customers fund your plant-growing operation.
This doesn't mean you can entirely ignore plants and customers, which is a little unfortunate as the clicky bits of the game end up being a bit tiresome because of the lack of strategy. You still need to grow a certain number of each plant to unlock the four epilogues at the end. It was worth it because the story was very nice, but it would have been nicer still if the gameplay was more engaging along the way. For example, it would be nice if different customers bought different flowers if available, encouraging you to invest in the more time-consuming but more expensive plants while maintaining stocks of the fast-growing ones that sell faster. Or, if flowers were 'spent' to complete story events such as supplying your named customers' needs.