Very creative take on the theme!
Scaling some sort of mountain or structure I think is a simple look at the theme, but growing in this method really makes this idea shine.
I really like the work balance you can sort of get into after growing the tree for awhile, where you need to basically do different tasks of cut the bramble, add new seeds in top locations, and make your tree more scaleable quickly. Being able to feel a sense of progression is very nice, with eventually getting the currency very easily, to also being able to visually see the progression you've made.
Growing out a seed spot is very satisfying to do, especially when it moves well into your favor. I do think there is potential here for the RNG of the root growth to screw you over, but maybe you have implementations within the game to prevent that from happening. I know I sometimes got some that were stuck almost immediately within themselves.
Having the different tools was a cool idea, but a bit annoying to need to scale the entire tree just to get different one. I think changing them to rather run out of uses, like the watering can, but you can hold all of them could be nice. Like having to sharpen the shears because they get too dull. I didn't find myself using the watering can that much, since it felt much more worth it to just buy a sprout that would grow much further, and I think having the watering can on me at all times would make me use it more.
I liked the idea of progressively buying better seeds and items, but I never found myself using the red seed that much. Maybe if it had the tradeoff of growing a lot more vertically than the other seeds it could have some more potential. I loved the design of the vine, since it builds a trade off of wanting to make the tree higher before you place it because you want to get the most gain out of it, but you can't try to go too high otherwise you'd likely just be wasting time.
Having a currency system I think also allows for the possibility of letting the player upgrade their tools, maybe making the watering can have more uses or shoot out multiple water bubbles. Or giving the shears a larger hitbox. I think it is very unique also that the tools allow for the player to move in more dynamic ways, maybe having some system to try to get the player to use this more (like the bubble bounce) would be beneficial.
The only thing that got me at the start was the awkward control scheme, it was very frustrating to navigate with seemingly random buttons, and not going to where I wanted. I think having multiple control layouts could ease this issue for different players, since different people have different preferences. I would prefer WASD movement with maybe E or 123 being used for items. But, I did eventually get used to the key bindings, it did take until about the lower level clouds to really feel like I could move how I wanted to.
The art is very cute and well made! I loved the little wave at the end :)
Great game!