Pixel-art key art showing the academy campus with a farm plot and pens in the foreground

Game review

Bloomon Review

4.6 / 10

Developer
17 Pages
Publisher
17 Pages
Released
1 September 2026
Platforms
["Windows"]
Genre
RPG

A Reluctant Farmer at a School for Monster Trainers

Bloomon's pitch is genuinely charming: you've enrolled at Blooomon Battle Academy, a school where every other student dreams of becoming the region's strongest trainer, and all you want is a quiet life of watering crops and harvesting the fields. Naturally, fate assigns you the one farm plot on campus that keeps attracting wild Blooomon creatures, dragging you into the exact taming-and-battling lifestyle you enrolled to avoid. The loop is straightforward on paper — tame Blooomon, farm your plot, explore the grounds, harvest, repeat — wrapped around a cast of quirky NPCs including a fisherman who refuses to go home empty-handed and a security guard bankrupted by a gacha addiction. It's a likable enough concept for a $1.99 indie release, a Pokémon-adjacent creature collector fused with cozy farm-sim rhythms, and reviewers consistently credit the premise and the character writing as the game's clearest strengths. The official screenshots back that up — clean, polished pixel-art battle scenes and a genuinely inviting academy campus — which makes the specific complaints below feel less like an ugly game and more like a good-looking one that needed more time in testing.

Unfortunately, the actual execution tells a very different story, and the review pool — split almost exactly down the middle at 4 positive to 4 negative in English, and a literal 5-5 tie across all languages — reflects a launch that landed well before it was ready.

A Launch That Feels Unfinished in Almost Every System

The complaints stacking up against Bloomon aren't the usual growing pains of a small indie team; they're the specific, concrete markers of a game that shipped with visible seams still showing. Multiple reviewers independently flagged placeholder text throughout the early game — bracketed labels like "[water-type Bloomon]" and "[fire-type Bloomon]" standing in where actual creature names should appear, a food item still carrying an internal codename from an earlier build, and menu prompts showing generic system labels rather than finished text. Untranslated Chinese strings surface intermittently even on the English storefront version, according to more than one reviewer. One detailed a level-design inconsistency where ledges that visually read as jumpable simply aren't traversable, adding needless friction to basic exploration.

The creature-capture system — arguably the single mechanic a Pokémon-style game most needs to get right — draws the sharpest and most consistent criticism of all. "Catch rates are just God awful," wrote one reviewer, describing a capture attempt that failed even after whittling a target down to a single hit point. Another reported needing roughly 200 attempts via save-scumming to land a capture on one particular creature, comparing the odds unfavorably to legendary-tier encounters in far more established franchises. A third reviewer pointed to community discussion boards already filling up with similar horror stories within days of release. Combined with reports of a broken in-game economy — one reviewer noted that simply selling dirt was more profitable than any of the game's intended income sources — the picture that emerges is a farming-and-taming loop where neither half of the equation currently functions as designed.

Cheap Enough to Forgive, Rough Enough to Question the Timing

To their credit, several reviewers extend real goodwill precisely because of the low asking price. "I picked Bloomon up for about $2, so I wasn't exactly going into it expecting some huge polished experience," one wrote, going on to call the game honestly playable and not without decent ideas, while still concluding it "feels unfinished and tedious in places." Another was even more direct about grading on a curve: "Honestly? A solid 6.5 out of 10... The tutorial could use a bit of work... but hey, we got there in the end." That's a meaningfully different standard of judgment than these same reviewers would likely apply to a full-priced release, and it's worth taking seriously — a $1.99 game with rough edges is a fundamentally different proposition than a $60 one.

What's harder to explain away is a detail one reviewer raised almost in passing: despite having already purchased and installed the game, they were still being prompted to wishlist it from both the start screen and the quit screen, describing the release as having gone out "under strange conditions." Whether that reflects a rushed or premature launch, a store-listing configuration error, or simply an unpolished build slipping out the door before marketing assets caught up, it reinforces the broader sense that Bloomon arrived in front of players before its systems, text, and storefront presentation were actually finished being assembled.

A Concept Worth Rescuing

It's worth separating the criticism of Bloomon's current state from a judgment of its underlying design, because the two are pulling in noticeably different directions here. The farm-to-taming pipeline, the academy setting, the roster of self-interested NPCs who "help" the player character grow into a fighter against their own wishes — none of that is a bad idea, and more than one reviewer explicitly said as much even while cataloguing what's currently broken. One reviewer who otherwise walked away disappointed still closed by noting there's "definitely some possibility there," a sentiment echoed by several others who describe wanting to come back and revise their review once the rougher systems get patched. That's a meaningfully different kind of criticism than the kind aimed at a game whose core idea simply doesn't work — this reads as a promising foundation that needed another few months in the oven before launch, not a fundamentally flawed pitch.

Verdict

Bloomon has a genuinely appealing hook — a reluctant farmer dragged into monster-taming heroics at a magic academy — and a cast of NPCs written with more personality than most $1.99 releases bother with. But the game beneath that premise is unmistakably unfinished: placeholder text still lingers in player-facing menus, capture rates on core creatures are broken badly enough to generate community-wide complaints within days, the economy doesn't balance as intended, and basic traversal design has inconsistencies that shouldn't have survived a single round of playtesting. The low price buys real patience from the review pool, and deservedly so, but patience isn't the same as a recommendation. Wait for a patch cycle or two before enrolling at Blooomon Battle Academy — the concept deserves a version of itself that's actually finished.

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 4.5 / 10
  • Progression 3.5 / 10
  • Value 6.5 / 10
  • Originality 6 / 10
  • Interface 3.5 / 10