Browncoat's Ballad: The Temple of Crazy Dave

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Browncoat's Ballad: The Temple of Crazy Dave (abbreviated as BB:TCD, TCD, or I'm going to be honest it's just called Ballad) is a game about an unlikely Browncoat very far in the future exploring the ancient ruins of the Temple of Crazy Dave. You might be sitting there thinking to yourself that this seems like a silly idea for a game, and that no good could possibly come from it, but you'll find yourself sorely mistaken. Somehow, we've managed to assemble something half-decent here. An exploration game mashed with a building game, Browncoat's Ballad offers something for everyone. And I mean everyone. Your wife can find something to do in this game. Your brother can find something to do in this game. Your weird cousin Carlos that no one really likes can find something to do in this game. It's great!
== History ==
==November 7th, 2024 (Pretty Scary Primroses)==
*Date of page creation
== El Plot Summarization Relatively (If Applicable I Am Not Sure) ==
Many thousands of years ago, Veil Industries stood as a titan of innovation, pushing the boundaries of technology and energy. Amid their ambitious project on nuclear energy, a catastrophic failure led to a massive spill of toxic waste. This environmental disaster decimates their facilities and awakens the dead, transforming them into invading zombies and decimating the world's environments, plunging civilization into chaos.
In a frantic attempt to preserve humanity, Veil Industries accelerates their progress on a project to construct a vast underground bunker designed to sustain life indefinitely. However, as generations pass, the facility's purpose becomes obsolete, and the last remnants of humanity fade away. The bunker, filled with relics and memories of a bygone era, begins to degrade, while lingering toxic waste seeps through, mutating some of the plants within into grotesque, sentient versions of their former selves.
Fast forward to the modern day, the desolate bunker is a long-forgotten monument to human hubris. The surface is still radioactive and uninhabitable, overtaken by a sense of dread and colonies of zombies. One day, a curious zombie named Browncoat accidentally uncovers it and unknowingly wanders in. His presence inadvertently triggers the bunker's ancient self-defense system, designed to eliminate any undead intruders. The system was only designed with zombies in mind, so the mutated plants that lurk the chambers are left untouched.
Now, with the bunker's defenses activated and the mutated plants responding territorially and aggressively, Browncoat must navigate the perilous halls filled with echoes of history, avoiding both robotic allies and monstrous vegetation. As he races against time to escape back to the surface, he uncovers the remnants of humanity's ambition and folly, all while questioning what it means to be unalive in a world overrun by the consequences of their actions.
Browncoat, of course, has no idea what is happening. He's just blown in from stupid town, so he thinks that this is some long-lost Temple to Crazy Dave. Perhaps even a Temple of Crazy Dave. He's hungry and wants to get back home for dinner. He has no idea that he's exploring the last remnants of a world gone mad, where echoes of humanity's mistakes linger in the shadows, and every step brings him closer to a reckoning he can't comprehend. But you, the player, can! Bazinga!
== Gameplay Synopsis ==
Browncoat's Ballad: The Temple of Crazy Dave is meant to be an experience rather than just a strict campaign. Rather than having just one big run, you are encouraged to start up multiple save files and explore different Temples. Each Temple is completely randomized in terms of world generation, featuring completely different biomes with a seed-based system similar to that featured in Minecraft. Because the Temple is so vast, you will find everything you will ever need in it. Even if it takes a while, it's there. A lot of this game is unintentionally similar to Minecraft, so that's a sort of good place to start when thinking about this game.
The main objective of this game is to enter the Temple Core. Within the Temple Core lies the Guardian of Crazy Dave, which is the final boss. The big baddie. You spawn in at the outer edge of the Temple, as far away from the Core as zombiely possible. The Temple is a gigantic circle, so there's clear path to the center but there's a TON of roundabout content. You could, if you were feeling particularly brave, rush to the Core as soon as you spawn in. It'd take some doing, because it's very far, but it would be doable. Everything is legally and morally optional.
As you go through the Temple, you'll come across enormous Monuments from long ago. Within these Monuments lie Ancient Guardians that hold magical powers. These magical powers are essential for Browncoat to be able to manage terrain, challenging enemies, and eventually make his way to the dangerous Core. There is only one of each Monument in the Temple, but it is set up in a way that you're not going to have to go all across the entire Temple. It's about a quarter of it, centered on where you spawned in. You could just ignore everything, but it's a smarter idea to do all the Monuments first.
Once you spawn in, the Darkness begins to shadow over the Temple. The Darkness is a sort of self-destructive defense system, and everything the Darkness touches turns dark purple and does constant damage to Browncoat and anything else organic. While it shadows very slowly, it forces Browncoat to keep moving towards the Core and to create small bunkers rather than massive bases. After the Guardian of Crazy Dave is destroyed and the Core is obliterated, the Darkness fades away and the world is brought back to life. This means you are free to explore the entire Temple, rather than the very limited chunk you're meant to be focusing on.
==Fundamental Mechanics==
Browncoat's Ballad: The Temple of Crazy Dave is a game. I know, big shocker. It's shocking. Electric. As a game, there are a number of core mechanics that are very important to the gameplay. That's because they, well, make up the gameplay. I don't really know what to say in this section so I'm just trying to pad it up a little bit so it looks a bit fuller, but in reality I've just not got anything to show for myself in this current moment. If you're reading this, send me the word "powerflowerbogeyonion" to redeem a special Banner reward. This section is basically going to be about the basic game mechanics like health, the inventory, and movement. All the good stuff that makes up your average game.
===Health===
The health gauge and monitor in Browncoat's Ballad displays how much damage Browncoat is able to take before dying. It is displayed as a meter with a sort of cool attachment that shares with you the exact number, because that is important information to be able to discern at a glance. Browncoat, under normal circumstances, has a total of 100 health. This doesn't mean a whole lot because nothing else in this game uses exact numbers (for ease of development), but it's not a terrible health pool. Probably.
When Browncoat's health hits 0, he will die. He is a zombie, so he can't properly die, but that doesn't matter. He's going to die anyways. Upon death, Browncoat will drop all of the items he was holding into an urn and he will respawn at his last spawn point. They aren't just thrown out everywhere because that would really mean, especially given how much trickier the terrain is to navigate in this game. The spawn point can be set by sleeping in a bed (can you tell which game we are parodying here?), but it can be accessed through other means such as drinking a Potion of Recall or interacting with a Magic Mirror.
Health will slowly regenerate itself when Browncoat's hunger (we'll get to that soon) is at or above 25/100 at a variable rate that also depends on the amount of hunger. At very high hunger, it regenerates at a rate of 5 health per second. Closer to the threshold it slows down to around 1 health per second. Taking damage will increase the time it takes to regenerate health by 50-250% for a period of 1-5 seconds, depending on how much damage was taken. This is far too much detail given the rest of this game, but we're going for it.
===Hunger===
Hunger is a Browncoat-specific feature that regulates certain abilities (such as health regeneration as previously mentioned), the value of which is managed by Browncoat's activity. Get off the treadmill and eat sixteen hamburgers, Browncoat. Browncoat's hunger is shown in a bar that looks more or less like the one used for health, but it is used for hunger instead. Hunger is mostly an optional system that doesn't directly stand in the way of your Browncoat-ing adventures. Make no bones about it, they're a true hero.
Hunger doesn't hurt Browncoat directly. This is because it is considerate of Browncoat's feelings. It also doesn't have to be outed as a racist on Twitter and called very mean things by its peers. You should try something similar. As Browncoat's hunger lowers, so too does his mobility. Some of his special movement types like sprinting or dashing require a certain amount of hunger to actually use, and his base walking speed as a whole will gradually go down the more hunger he loses.
Hunger can go up to 100, like health, and will naturally deplete as he performs various actions, such as health regeneration, but will not go down if he stands perfectly still. Some actions, like health regeneration, will still take hunger in that case but he doesn't just lose it willy nilly. That's for fools who aren't zombies, such like health regeneration. Browncoat will take more damage from all sources when he is at exactly 0 hunger as an extra punishment for not feeding him the joyous yum-yummins he so desperately needs.
===Movement===
Browncoat is very good at moving. His legs are quite functional, especially for a zombie of his status. By default, as in the moment you spawn into the Temple, you are given a small number of movement options. You get more options as you progress through the game, take down certain Monuments, craft or find certain items, but from the start your options are quite limited, such as health regeneration. No, don't worry. I'm not starting up that joke again. It was already run through, like health regeneration. I'm not sorry.
Browncoat's base movement options include walking and jumping. Walking does not consume any hunger, and lets Browncoat move at a decent speed, but there are options unlocked through Monuments later on (we will talk about those then) that are more time-efficient. Jumping allows Browncoat to propel himself in the air a small distance, and he will jump higher the faster he is moving. Jumping is useful for scaling tricky terrain, celebrating successful divorces, and making repetitive jokes about health regeneration.
===Crafting===
Crafting is the process of constructing tools, items, and objects in Browncoat's Ballad that can be performed through the regular inventory or a variety of other crafting objects, such as the workbench. Crafting does not use a recipe system, unlike a certain other game, so all you need to do is have the materials on you in order to craft something. The crafting you can perform in your regular inventory is limited to fairly primitive stuff, because Browncoat has very stiff hands and can't do much else.
Crafting at more specialized stations, such as the forge or laboratory, allows Browncoat to create more advanced tools and magical items. Each station unlocks unique recipes and possibilities based on the materials you've gathered throughout your journey. As you progress, you'll encounter rare ingredients and learn to combine them in innovative ways, unlocking stronger gear, enhanced consumables, and powerful tools. Some generated structures can have unique crafting stations or materials that can't be found elsewhere, such as the Bunker Complex being the only source of <choose uncached><option>Cast Ingots</option><option>Oxidized Plates</option><option>Rusty Gears</option><option>Heavy Bolts</option><option>Rusty Cast Ingots</option><option>Scrap Sheets</option><option>Copper Wires</option><option>Fuel Canisters</option><option>Power Cells</option><option>Armored Panels</option></choose>.
===Building===
Building is one of the core systems in the game, allowing players to unleash their creativity while also constructing functional structures that aid survival. Players can gather a wide range of materials such as wood, stone, metal, and more exotic resources like crystals or ancient bricks found in ruins. These materials can be crafted into various blocks, each with its own unique properties and appearance. From simple homes and farms to towering castles or underground bases, players have the freedom to design and build anything they can imagine. Additionally, certain biomes offer special building opportunities, such as treehouses in dense forests or sand fortresses in deserts, allowing swaggy players to adapt their building style to the environment.
Building can be done in two ways. Players can just sort of build on their own, placing things down in the Temple and using materials to bring whatever they want into existence. It's slow, and not great for massive projects, but it's good if you head out on your own and just want to do some minor building. The second way is through Brites, colorful flying creatures who are mysterious and will only communicate using music. Brites allow players to assign complex tasks and leave the Brites to work while they focus on other activities, such as exploring or hunting down plants. Brites take the labor out of large projects, freeing up time for exploration, resource gathering, or other adventures. Brites need to have the materials necessary to complete the project, and will stop whenever they run out. Brites also work efficiently in teams, allowing for quicker completion of more ambitious structures and singing to each other to boost their building speeds. Players start off with 1 Brite and can gather more from some structures.
===Inventory===
The inventory is a pop-up menu that Browncoat (or the player, if you're feeling meta) can use to store their cool <choose uncached><option weight="500">stuff</option><option>ffuts</option></choose>. The inventory is much larger than that of another game, because the idea is that you will not have a truly permanent settlement for a long time. Because of this, you will need to carry a lot more on you. Browncoat's inventory has a total of 100 slots, split between a hotbar of 9 slots and then 11 inventory rows of 9 slots each plus an off-hand slot. Each slot can hold a maximum stack of 999 of an item, unless it's something like a weapon or some other special item where it can only hold 1. Filling your entire inventory with stuff would require a total of items, which is actually possible in the long run in this game given the sheer number of crafting ingredients and other items.
When Browncoat dies, all of his items that weren't in his off-hand or hotbar are placed inside a glowing urn object, and he will have to go and smash the urn to retrieve them if he wants to get any of them again. Smashing the urn will also drop it as an item, so if Browncoat wants to use it as decoration or to mark a death he can. There is a maximum of 3 urns that can exist at once, so there is a sort of punishment if the player keeps on dying over and over again trying to get back. Player-placed urns do not glow and do not count towards the limit. The Darkness will destroy any non-player placed urns it touches, as well as all the items within, immediately instead of shadowing over it like it would with all other parts of the environment.
==Gameplay Systems==
Browncoat's Ballad: The Temple of Crazy Dave is still a game, and you are still a reader. You're also deeply homosexual. Congrats on coming out! Anyways, this game has some randy-dandy gameplay systems that won't discriminate against you based on race, gender, or sexual pants. Pantaloons. This section is going to pad out the run time a little bit and try and restore balance between the plants and stuff and then the basic game mechanics. Did you know fishing was a thing? That's your one and only spoiler. Read the section, you taco-tastic degenerate.
===Farming===
Farming plays a crucial role in your survival and progression. Players can till the soil, plant seeds, and nurture crops over time. This means that even if the player is struggling to get food from plants, they can still grow their own food. In some cases, the foods that can be grown rival or, if they have enough effort put into them, be better than the others. The environment and biome influence the types of crops that can be grown. For instance, crops like wheat and carrots thrive in plains, while more exotic plants like cactus grow solely in desert regions. Crops have different growth cycles, with some being fast-growing but yielding less food and others taking longer to mature for a more bountiful harvest. Seasons and weather patterns add an additional challenge, as sudden storms or droughts can affect your yield. It's truly amazing that Veil Industries managed to make their bunker so realistic.
===Fishing===
Fishing is a relaxing but vital part of the gameplay, offering a steady source of food and materials. Players can fish in various water bodies, such as rivers, lakes, and oceans, each containing different types of fish and aquatic resources. While basic fishing involves casting a simple rod into the water and waiting for a bite, more advanced fishing techniques allow players to craft better rods, use bait, and even set up traps for a more efficient catch. Beyond fish, players can also discover treasures and ancient relics buried beneath the waters. Certain biomes, like swamps or coral reefs, offer rare and exotic fish that can be cooked into special meals or used in brewing. As players progress, they can create automated fishing setups and even raise their own fish farms.
===Archeology===
Archeology adds an extra layer of depth to existing structures like temples, ruins, and dungeons. After completing the main challenge and collecting the primary loot, players can return with a special tool – the Brush. Using this tool, they can carefully clear away debris and uncover hidden, secondary treasures buried in the environment. While these archeological finds don't offer loot as powerful as the primary rewards, they provide fun extras like small amounts of rare resources or special objects hidden away in the sands of time. The unique aspect of archeology is that the loot regenerates slowly over time. This encourages players to revisit previously explored structures, brushing away new layers of debris each time. Although the rewards may be modest, they offer a reason to return to old areas, adding a sense of long-term discovery.
yesstuff getsare buried
===Brewing===
Brewing allows players to craft a wide variety of potions and elixirs that enhance gameplay. Players gather ingredients from across the world, ranging from rare herbs in the jungle to fungi growing in dark swamps. These ingredients are combined in brewing stations, where players experiment to create potions with different effects. Potions can boost health, enhance strength, increase movement speed, or provide protection against specific dangers such as fire or poison. More advanced potions require rare and difficult-to-obtain ingredients, but their effects are much more potent. Brewing plays an essential role in combat, exploration, and survival, especially when facing tough challenges like boss battles or venturing into dangerous biomes.
===Alchemy===
Alchemy in the game allows players to transform basic resources into more valuable or rare materials through mystical transmutation. Using an alchemy station, players can combine ingredients like minerals, plants, and magical essences to create entirely new resources that would otherwise be hard to obtain. For example, common materials like copper or iron can be refined into more precious metals, or mundane items can be infused with magical properties. This system encourages experimentation and strategic resource management, offering a way to make use of excess or abundant items while unlocking access to higher-tier materials needed for advanced crafting, potions, or gear upgrades. Some alchemy reactions might require specific environmental conditions or rare catalysts, prompting players to explore different biomes and complete challenges to gather what they need.
==Biome Overview==
Before we dive into the rest of this fantastic game page, you should know about the different biomes that make up the Temple's interior. There will be many more details given later on, but this is just something we need to just get out of the way first. The detailed biomes section is quite long, so it's something we want to place at the end of the page to avoid consuming literally everything else. Hope that's understandable, like health regeneration. Sub-biomes are ordered loosely by rarity in their respective lists. The biomes with unique names (for example, Meadow stands out amongst the other "X Plains" biomes) are generally the more exciting ones.
*Plains
*Golden Plains
*Crimson Plains
*Rocky Plains
*Snowy Plains
*Lush Plains
*Meadow
*Savanna
*Longgrass	
*Forest
*Red Forest
*Birch Forest
*Maple Forest
*Spruce Forest
*Pine Forest
*Cedar Forest
*Thorny Woods
*Truffle Grove
*Cherry Grove	
*River
*Cold River
*Frozen River
*Warm River
*Dried River
*Polluted River
*Nuclear River
*Rapids
*Desert
*Red Desert
*Black Desert
*Dune Desert
*Badlands
*Rainbow Badlands
*Mesa
*Sorbet Mesa
*Oasis
*Quicksands
*Shocksands	
*Mountains
*Rocky Mountains
*Snowy Mountains
*Frozen Mountains
*Windy Mountains
*Volcano
*Hot Spring
*Crag
*Crystal Crag
*Caldera	
*Beach
*Red Beach
*Pink Beach
*Rocky Beach
*Snowy Beach
*Lava Flows
*Mossy Cove
*Tidal Wave
*Swamp
*Willow Swamp
*Mangrove Swamp
*Fungal Swamp
*Thorny Swamp
*Frozen Swamp
*Grumpy Glooms	
*Jungle
*Sparse Jungle
*Bamboo Jungle
*Sparse Bamboo Jungle
*Frozen Jungle
*Sparse Frozen Jungle
*Rainforest
*Sparse Rainforest
*Ruined Jungle	
*Shallow Ocean
*Deep Ocean
*Deeper Ocean
*Deepest Ocean
*Frozen Ocean
*Kelp Forest
*Luminous Kelp Forest
*Coral Reef
*Luminous Coral Reef
*Trench
*Luminous Trench
*Infernal Trench
*Luminous Infernal Trench
==Powers, Monuments, and Ancient Guardians==
Expanding a bit on what we told you in the last section, there are a number of Monuments placed in the game where you take down special Ancient Guardians to earn Powers. As you conquer each Monument, you'll gain access to unique Powers that can alter your approach to challenges. These Powers range from manipulating the environment to gaining combat advantages and even the ability to harvest souls. Each Ancient Guardian defeated not only enhances your abilities but also unlocks new strategies for tackling the ever-evolving threats within the Temple.
The Monuments are intricately designed, each presenting its own set of puzzles and challenges. Some may require you to solve riddles or complete complex platforming sequences, while others might test your combat skills against waves of enemies. Successfully overcoming these trials rewards you with valuable resources and equipment. At the heart of each Monument lies the Ancient Guardian, an extremely difficult boss themed around whatever location they happen to be in. Destroying the Ancient Guardian gives you the power it holds forever! The Monument's walls are unbreakable until the Ancient Guardian is defeated, after which point you can do whatever you want. Excellent.
Here's a bit of an overview of the Monuments, their Ancient Guardians, and their Powers:
===Plains Monument===
The Plains Monument can generate in any regular Plains biome. The sub-biomes are not considered suitable places, because the Monuments are very picky. Entering this Monument gives you the Sprinting Orb, which allows you to trial the power you can receive from completing it. This Monument revolves around escape challenges that you will need to use the power of Sprinting to complete. It culminates in a boss fight against the Taliska, and defeating it will grant you the gift of Sprinting forever.	
===Forest Monument===
The Forest Monument can generate in any regular Forest biome. The sub-biomes are not considered suitable places, because the Monuments are very picky. Entering this Monument gives you the Dashing Orb, which allows you to trial the power you can receive from completing it. This Monument revolves around quick movement-based challenges that you will need to use the power of Dashing to complete. It culminates in a boss fight against the Felindra, and defeating it will grant you the gift of Dashing forever.
===Desert Monument===
The Desert Monument can generate in any regular Desert biome. The sub-biomes are not considered suitable places, because the Monuments are very picky. Entering this Monument gives you the Rolling Orb, which allows you to trial the power you can receive from completing it. This Monument revolves around agility-based challenges that you will need to use the power of Rolling to complete. It culminates in a boss fight against the Maloska, and defeating it will grant you the gift of Rolling forever.	
===Mountains Monument===
The Mountain Monument can generate in any regular Mountains biome. The sub-biomes are not considered suitable places, because the Monuments are very picky. Entering this Monument gives you the Climbing Orb, which allows you to trial the power you can receive from completing it. This Monument revolves around vertical challenges that you will need the power of Climbing to complete. It culminates in a boss fight against the Gariska, and defeating it will grant you the gift of Climbing forever.
===Swamp Monument===
The Swamp Monument can generate in any regular Swamp biome. The sub-biomes are not considered suitable places, because the Monuments are very picky. Entering this Monument gives you the Sneaking Orb, which allows you to trial the power you can receive from completing it. This Monument revolves around stealth-based challenges you will need the power of Sneaking to complete. It culminates in a boss fight against the Sorisha, and defeating it will grant you the gift of Sneaking forever.	
===Jungle Monument===
The Jungle Monument can generate in any regular Jungle biome. The sub-biomes are not considered suitable places, because the Monuments are very picky. Entering this Monument gives you the Double Jumping Orb, which allows you to trial the power you can receive from completing it. This Monument revolves around parkour challenges that you will need the power of Double Jumping to complete. It culminates in a boss fight against the Zafrina, and defeating it will grant you the gift of Double Jumping forever.
===Ocean Monument===
The Ocean Monument can generate in any regular Shallow Ocean biome. The sub-biomes are not considered suitable places, because the Monuments are very picky. Entering this Monument gives you the Swimming Orb, which allows you to trial the power you can receive from completing it. This Monument revolves around underwater challenges that you will need the power of Swimming to complete. It culminates in a boss fight against the Nolira, and defeating it will grant you the gift of Swimming forever.	
===Noir Monument===
The Noir Monument can generate in any regular Noir biome. The sub-biomes are not considered suitable places, because the Monuments are very picky. This Monument is unique in that it does not have a challenge, it is simply a maze to navigate. Actually finding the biome, and therefore the Monument, is enough of a challenge. At the center of it lies an altar upon which the gift of Soul Collection awaits you.
==Biomes==
Biomes in this game are diverse, immersive environments, each with its own unique set of challenges, resources, and plant-astic enemies. From scorching deserts filled with shifting sands and towering cacti to the dense, humid jungles teeming with hostile plants, every biome feels distinct and alive. Each biome offers specialized resources that are essential for crafting, and the enemies adapt to their surroundings, forcing players to approach them with different strategies. Exploring new biomes is key to progressing through the game, as they contain the rare materials and hidden treasures necessary for crafting, upgrading gear, and building new and improved shelters.
===Plains===
===Forest===
===River===
===Desert===
===Mountains===
===Beach===
===Swamp===
===Jungle===
===Ocean===
===Noir===
===Structures===
Structures in this game are sprawling, mysterious locations filled with challenges, traps, and precious loot, waiting to be discovered across the vast landscape. Much like dungeons or ruins, these buildings range from ancient temples buried in jungles to eerie fortresses hidden deep in volcanoes. Each structure comes with its own set of puzzles, enemy encounters, and hazards that test your wits and combat skills. You might find yourself navigating a labyrinth of corridors filled with hostile plants, or trying to disable traps that guard treasure chests brimming with valuable rewards. The loot you can find in these structures makes the risk worth it—anything from rare crafting materials to powerful weapons or even artifacts that grant special abilities.
====Global====
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====Found In Plains====
====Found In Forests====
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====Found In Rivers====
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====Found In Jungles====
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====Found In Oceans====
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====Found in Noir====
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====Mixed Bags====
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===Minibosses===
Minibosses are rare, fearsome foes that push your survival skills to the limit. Unlike regular enemies, these towering plants are stronger, smarter, and come with devastating abilities that make them incredibly tough to defeat. You might be wandering through the desert when suddenly a colossal Blockoli bursts from the sand, throwing hands in all directions. Or in the depths of a jungle, you could stumble upon the menacing Savage Spinach, its claws slicing the ground while its friends tear you up. Each miniboss has unique attacks and weaknesses, requiring careful planning and tactics to overcome.
Defeating one of these formidable foes isn't just a huge accomplishment – it's also incredibly rewarding. They drop rare and powerful loot, like special materials needed for crafting powerful items or artifacts that grant powerful abilities. While encountering a miniboss is dangerous and unexpected, the risk is well worth the rewards. Keep your peels eyed and be ready for the fight of your unlife when one appears!
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====Plains Residents====
====Forest Residents====
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====River Residents====
====Desert Residents====
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====Mountains Residents====
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====Beach Residents====
====Swamp Residents====
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====Jungle Residents====
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====Mixed Bags====
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===Plants===
In this game, plants are the enemy, at least from your perspective. As Browncoat, you find yourself constantly facing off against an army of hostile flora, each with unique abilities and attacks. Some plants shoot projectiles, others explode on impact, and a few even burrow into the ground to ambush you when you least expect it. The Sunflower, for example, acts as a support plant, healing nearby allies and boosting their strength. Meanwhile, the Peashooter peppers you with rapid-fire shots from a distance, forcing you to stay on your toes. Some plants even work together, combining their abilities in coordinated attacks. As the humble yet capable Browncoat, it's up to you to strategize, fight, and survive in a world where the plants have the upper hand.
====Global====
<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
<choose uncached><option>
</option></choose>		
====Plains Residents====
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
<choose uncached><option>
</option></choose>		
====Forest Residents====
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
<choose uncached><option>
</option></choose>		
====River Residents====
<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
<choose uncached><option>
</option></choose>		
====Desert Residents====
<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
<choose uncached><option>
</option></choose>		
====Mountains Residents====
<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
<choose uncached><option>
</option></choose>		
====Beach Residents====
<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
====Swamp Residents====
<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>		
====Jungle Residents====
<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
====Ocean Residents====
<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>	
====Mixed Bags====
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
===Items===
In this rizz-tacular game, players can craft, collect, and discover a wide variety of unique items that enhance gameplay and survival. From basic tools like wooden swords and stone axes to advanced machinery such as the almighty Steam Hammer and Alien Sabre, every item serves a purpose. Players gather raw materials like copper, iron, and mystical crystals to forge weapons, armor, and gadgets that help them face the Temple's dangers, and take those items out into dangerous structures to uncover the mysterious of the Temple of Crazy Dave.
There are rare items hidden in dungeons or found through exploration, such as enchanted relics that boost abilities, or powerful artifacts that can alter the environment around the player. In addition, there are items that can only be obtained by taking down plants, which encourages some perhaps crafty contraptions that can take advantage of how plant spawning works. This game has a little bit of everything. Maybe that weird cousin of yours really will turn out alright.
====Craftable====
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>	
====Structure Loot====
<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
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</option></choose>	<choose uncached><option>
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</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
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</option></choose>	<choose uncached><option>
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</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
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</option></choose>	<choose uncached><option>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
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<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
<choose uncached><option>
</option></choose>		
====Plant Loot====
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>
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</option></choose>
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</option></choose>	<choose uncached><option>
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</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
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</option></choose>	<choose uncached><option>
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</option></choose>	<choose uncached><option>
</option></choose>
<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
===Food===
Food serves as a crucial element that enhances the player experience, providing both sustenance and strategic benefits. Each dish is carefully designed to not only restore hunger but also to offer unique effects that can aid players in their adventures. The variety of dishes reflects the richness of the game world, allowing players to experiment with different combinations to find the best meals for their playstyle. All of the foods can be consumed immediately, but it is possible to cook them or combine them with other foods to make something far more effective and gloriously consumable.
===Structure Loot===
<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
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</option></choose>	<choose uncached><option>
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</option></choose>	<choose uncached><option>
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</option></choose>	<choose uncached><option>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
<choose uncached><option>
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</option></choose>	<choose uncached><option>
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</option></choose>	<choose uncached><option>
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</option></choose>	<choose uncached><option>
</option></choose>
<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
====Plant Loot====
<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>	<choose uncached><option>
</option></choose>
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👉🏿👇🏾👇🏾👇🏾👇🏾👇🏾👇🏾👇🏾👇🏾👇🏾👈🏿👉🏿👉🏾👇🏽👇🏽👇🏽👇🏽👇🏽👇🏽👇🏽👈🏾👈🏿👉🏿👉🏾👉🏽👇🏼👇🏼👇🏼👇🏼👇🏼👈🏽👈🏾👈🏿👉🏿👉🏾👉🏽👉🏼👇🏻👇🏻👇🏻👈🏼👈🏽👈🏾👈🏿👉🏿👉🏾👉🏽👉🏼👉🏻<choose 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