Gofala am ffrind bach, a thyfwch gyda'ch gilydd
Every screen, with a picture of it, below. This section is in English.
This is the whole thing. How the pet is doing along the top, the pet in the middle, and four things you can do along the bottom. No menus, no ads, no buy button.
The speech bubble is what the pet would like right now. Granting it makes it happy; ignoring it costs nothing at all. The 🎁 box appears once a day.
Look for the ⚙ button, top right. Everything meant for a grown-up is in there - language, sound off, the save slots, and starting over. It opens only after a three-second press-and-hold, so a child cannot get in alone. Full details under “⚙ Grown-up settings” below.
🍎 hunger · ✨ clean · ❤️ mood · 🌙 energy. They drift down over time. Reaching zero does not make the pet ill and never loses it.
The green bar underneath is how grown the pet is. Full means it is ready to move to the village. Top left: ⭐ what has been collected, 🏘️ the village. Top right: ⚙ the grown-up settings.
Yum yum pick a meal · Bath wash · Play a minigame together · Night night put it to bed.
Patting the pet gets one of nine answers - a laugh, a hop, a wave. There is a cap on how much a pet can grow in one day, so a longer sitting does not grow it faster.
Tap 💩 to clear it. Leaving it just makes things grubby; nothing is taken away.
Coming back after a long gap, the pet may have the sniffles. When it does, “Play” becomes “Nurse”. Two taps and it is better. A pet never falls ill while a child is watching.
The first meal, the first bath, the day it grew - every first earns a sticker. Twenty-nine of them, and a sticker once earned is never taken back.
Do all three of a meal, a bath and a play in one day and the board gets a stamp. Stamps only ever add up - missing a day resets nothing, and there is no streak to keep.
Twelve rooms and outdoor scenes. A locked one shows what opens it - a number of stamps, or how grown the pet is. Nothing here is bought.
Nine of them. Tapping the one it already wears takes it off. There is no right answer here - it is the child's taste. Whatever it wears moves with it.
Planted seeds keep growing while the app is closed - strawberries take 4 hours, carrots 12, watermelons 24. One watering a day speeds things along.
Nothing wilts or dies, so tomorrow is fine. What you pick becomes food.
Catch the fruit, find the pairs, and peekaboo. Nothing is timed and nothing can be lost. Ten rounds of one game earns its sticker.
⚙ opens this first. You have to hold the circle for three seconds; letting go starts it over. Everything below - settings and the account link - sits behind it.
Five save slots. Link an account and you can put the current game in a slot and pick it up on another device. Each slot shows which pet it holds and when it was saved.
Nothing saves by itself. What does happen is that this device always keeps the latest state - forgetting to save never loses what a child has raised. The slots are for moving to another device, or for keeping a moment worth going back to.
Below that: language and sound off.
When the green bar fills, the pet is ready to move to the village. Send it off and it lives there while your child picks the next friend. Filling the village with all twenty is the long goal.
Graduating keeps everything - stickers, stamps, backdrops, outfits, the garden and the villagers all carry over to the next pet.
“Start over” is not the same. The button at the bottom of settings erases everything raised so far and begins again. The collections go with it.
If you only want to raise a different friend, waiting for graduation is the better route. And if you want to keep the current game, put it in a save slot first.
Dim byd. Mae'n agor yn syth yn y porwr, heb osod a heb gofrestru. Wedi'i wneud ar gyfer plant 4 i 9 oed.