Crazy Plant Shop is a botanical genetics lesson disguised as a casual time management game (without the time management).
Though it aspires to be something of an interactive entry course on plant genes and reproduction, its educational value never goes so far as to attempt to beat you over the head with the fact the game is trying to teach you something. It gets its points (for as hyper simplified as they are) across through gameplay hooks rather than walls of text, and it's a surprising amount of fun. It essentially boils down to cross breeding plants while taking into account dominant and recessive genes to produce the traits you need to fill a customer's rather exact and bizarre orders.
It sounds incredibly dull, but in this case breaking things down to their utmost basics actually works in Crazy Plant Shop's favor. Traits are distinct and easy to recognize, with the biggest thing you need to keep tract of being making sure you spreed enough recessive genes around to be able to breed plants with those traits. The lack of any time limit or penalty for refusing orders you can't focus on allows you to take as much time as you need mixing and matching plants, until you've found the right combination and feel like an insane plant matchmaker.
Where the game unfortunately trips over itself a bit is the unexpectedly punishing economy, which I wouldn't hesitate to call broken in most respects. You begin with a limited, finite amount of money to start your botanist career, and ordering plants is expensive and almost never fully compensated by the amount you're paid for fulfilling orders. If you aren't meticulously micromanaging your inventory and making full use of your also limited power for using the breeding machine, you're going to find yourself stuck with no other option but to start the game over. Aside from there being a bit about how breeding plants is cheaper than buying them outright, it was never made clear to me just how exact I needed to be with my orders, and how closely I needed to watch the number of power I had left if I wanted to succeed which led to me being forced into a corner several levels in on my first playthrough with no way out.
Crazy Plant Shop's oddly restrictive monetary systems make playing in it a little more stressful than I was looking for. I wasn't allowed room to experiment because I was so scared of losing all the progress I'd made because I bought one too many plants, and this really hampers and experience that seems designed as a more lighthearted way for people to learn about plants than a typical textbook. Once the game opens up a bit in the later third and puts less pressure on your every decision it was a lot easier to see it as one of the more creative forms of edutainment I've seen. It's just a shame that I'm sure a lot of people won't get that far.