Hometown Story.
This is a Harvest Moon spin off by Natsume - rather than running a farm, you're running a shop instead.
One of the main draws of this game is that it's supposed to be "your story"; no two playthroughs will be exactly the same. Unfortunately, this mindset seems to have been taken a little too far; upon starting the game, you're told how to put out a shelf in the shop, and place an item up for sale, change the price of an item and that's about the complete tutorial in the game.
Aside from running the shop, you're also tasked with trying to complete a blue feather; while in the Harvest Moon games, the blue feather was used to propose, in this game, although the blue feather can be used to propose to one of the three bachelors/bachelorettes, it can also be used to grant a wish. You're not told how to earn additional fragments of the blue feather, and given that the whole reason you're in town is to run the shop, you could reasonably think that doing well in the shop will unlock more fragments, when in fact the feather fragments (at least for the first feather) are unlocked by seeing events.
You're given a limited amount of stock to sell at the start of the game - you can get more items to sell by gathering herbs and truffles, fishing (if you have an EU version of the game) buying from a store in the town, or from a merchant that comes to the shop every day at 2pm (whose inventory changes every day). The shop is open everyday, you can't leave your house without opening the shop, but you are able to leave the shop at any time - although you can't actually close the shop, if you do leave the shop for a noticeable period of time, any customers will simply leave the item they were trying to buy, and the item automatically goes back into your inventory.
Stores start out with quite a limited inventory, but if you sell them a tool they use in their store (for example, selling a frying pan to the restaurant), the store will upgrade it's inventory, and start selling more items. Yet again, though, this is not explained in-game, and in order to beat the game, you will need to upgrade the blacksmith store at least, as they are only way you can upgrade your own store. Somewhat bizarrely, the tool required to upgrade the blacksmith store is a hammer...which is sold by the blacksmith - unless you manage to get a hammer from the 2pm merchant, you literally have to buy a hammer from the blacksmith, and then sell it back to them if you want to upgrade your store. It can also be a bit of a pain waiting for a person from the store you want to upgrade to come into the shop; characters in this game do not seem to stick to a strict schedule, and if you put tools up for sale, they will generally quickly be bought by faceless NPC's.
Items that you sell are automatically priced at 10% more than the price you would pay for the item, this is definitely a benefit, as although you can change the cost of items, as your shop expands, it becomes more and more time-consuming and tedious to change the price of the items you have for sale.
As mentioned earlier, blue feather fragments are unlocked by seeing events, which are usually triggered by stocking an item previously requested by a character. These items are called "Key Items", which are generally bought from the 2pm merchant. Unfortunately, the merchants selection is randomised each day, and only a few Key Items seem to be gated; you can buy Key Items for events that will happen towards the end of the game early on, and it can take days to get a Key Item you'll need near the start of the game. There are also a couple of Key Items where you can buy more than you'll actually need - your inventory is unlimited in the amount of different items you can carry, but there is no storage, so you'll always see those extra items in your inventory when you're in the shop.
Once you do have a Key Item, it can sometimes be a little tricky to find out what you need to do with it (some Key Items trigger an event without being previously requested); sometimes as soon as you put a Key Item on a shelf in the shop, someone may come in and buy it, sometimes a character may buy the Key Item when they come into the shop as a normal customer, and sometimes you need to deliver the item to them - when this happens, you generally need to deliver the item to the character in a certain location, fortunately, there is a map that tells you where each character is. A lot of people that played Hometown Story ended up alternating between leaving their Key Items for sale in the shop, and picking them up, and running around town with them. This can be quite frustrating; a quest log really would have improved the game.
On the events; most of the characters have a story arc - some of these feel complete, some don't - there was one arc in particular that I was sure I hadn't seen all the events for, and kept trying to catch the person involved to try trigger more scenes, but it turned out that the arc was complete. The main downside of the events though, is that despite them being the key to completing the game; the characters don't act any differently outside of the event, repeating the same few phrases they do if you talk to them any other time. One example: at one point, there's an event chain which starts with an epidemic, you see most of the townspeople falling ill, but once the event is over, everyone is apparently fine again, until the next event in the chain when they're all ill again. This is jarring, and detracts from the gravity of some of the events in this game.
Harvest Moon games are generally quite lighthearted; Hometown Story, with the bright colours and generally cheerful music also gives that impression initially, but Hometown Story is somewhat darker than most Harvest Moon games. The first sign of this comes fairly early in the game
This isn't a game you want to play when you're after a light, fluffy, happy game, especially when you're near the end.
If you can look past the flaws, you'll be looking at around 35-50 hours to complete the game.