Nice use of 3D models for a non-traditional shooting game! I enjoyed the low-poly aesthetics and the snappy response of the lawn mower. In terms of emotion I mainly felt fear and anxiety throughout, especially as the bulls were a lot bigger than the player.
Gameplay wise, I could not get past the 2nd level as the difficulty jumped up exponentially. I would consider either lowering the amount of bulls per line, slowing their speed, or making their hitboxes smaller. This way I'd be able to experience more of the game and not get as frustrated early on.
This game has some well-planned 3d animations for sure. The low poly art combined with the modular design of the levels are definitely a plus to it. But when playing, I didn't really experience the greed a lot. Oppositely, I was very fearful that those bulls will come at me in the "fear" level. I think instead of bulls, in the level of greed, you might wanna have a weaker animal running away from you in different directions, to make the player feels like they are a hungry predator or something.
This is a really creative game! I hadn't thought of a lawn mowing theme for a game, and I think this is a very creative and interesting approach to the mechanic. I though it was pretty hilarious to see the mobs go flying, as well as the smooth animations-- it's very satisfying to remove the grass. I think my only criticism is just small tweaks with colliders, as others said as well. Overall though, super fun little game.
Fun game, definitely does not follow a traditional shmup. Launching the bulls into the air in the level after getting hammered was a relief. I think the game's low poly design is quite good.
I encountered a few different bugs. I think your colliders may be slightly off. I also fell through the map one time.
One thing I can say is that this game feels very complete. The different game modes are very different and challenging in their own ways. I think I never cleared any of the levels as it was a bit difficult for a beginner. I think making maybe the first level significantly easier, and easing the player into the different mechanics can really help. Moreover, the animations look really awesome. Especially the part where the player launches a bull into the air. I did sort of burst out laughing when I saw it happen. But sometimes, after the animation there would be this bug where the player rotates sideways and it would just be stuck there. But overall, it's a great challenging experience.
My favorite moment was easily when I could pick up the lawn mower and smack the bulls. By that point I was furious with the RNG spawn of the bulls because they kept killing me in the first two phases.
This is such an addictive game! Starting from the aesthetics, the low poly and cartoonish assets are very coherent to this game, as they reflect directly upon the very entertaining nature of this work. The mechanisms and controls of the game are very intuitive in respective to the fast-paced gameplay. The difficulties of the game are distinct, while it may be quite challenging for first timers, the smooth playable loop and fast paced progression of the game encourages players to constantly retry and adapt to it.
The camerawork!! I thought it was such a great touch to have the camera rumble as the animals charged at the lawnmower guy, it really intensified the action of that moment. I also thought it was so funny how the guy just started whacking away those massive animals with his mower at one point.
Where do you see room for improvement?
I would love to see you travel further down the funny/ridiculous route as the game progresses. After seeing the stage where you can whack the animals away It was really funny to imagine what the stage after that would be, just how crazy could it eventually get? Also, it was nice to see you add in a giraffe and could be really cool to see even more animals with different behaviors/paths.
Oh and one last thing, I noticed that when mowing the grass, patterns began to develop. It could be interesting to explore unlocking achievements by mowing a specific pattern (like a heart: <3 for example) into the grass.
When did you stop playing and why?
I didn't!
Was there anything related to the interface or controls that was hard to understand?
Nope! Controls are laid out super clearly. I really like how the keys are so easily defined right at the beginning of the stage.
This game has a very clean and well designed style that makes it fun and exciting to play. I think the use of the bulls to provide the challenge for the player is a smart way to add walls for the player to avoid. The style and story is very clever and I like the humor of the game. I did find it to be a bit difficult, however I think that this adds more playability and asks the player to spend more time to master it. Overall I think this game is very well done and the UI really helps it look professional.
This game has plenty of neat details that make a very pleasant, polished experience. The decision made for the UI felt nice, like when the tutorial buttons fade out when individually pressed. Even on the easiest difficulty, I could not get past the 50% mark. I tried to cheat a little and leave the map area, but the out-of-bounds trigger was nicely done, so I couldn't be mad at that, hahaha. Other than difficulty, the game is very polished and a genuinely nice time to play. The gameplay idea of completely covering a space is an itch few games scratch, games like Splatoon or the the Tony Hawk Pro Skater graffiti mode. These are covering areas, but this game achieves the same thing just visually reverse. Nicely done!
This is such a weird but novel idea for a game! I really liked how you threw something new at us with every round; I feel like the mowing mechanics from the first stage plus a few different enemy types could have carried this by itself, but you really shook things up with how we had to do things in the later rounds.
It’s also just weirdly satisfying! I never knew I needed this game.
Where do you see room for improvement?
I think more variance in the bulls would be helpful, maybe with them ramping up in difficulty as the rounds go on; in the first round I feel like they’re overly punishing (we don’t get enough warning, there’s only one gap etc)--it feels more like how it maybe should be in the later rounds. Whereas then they don’t really get harder, so as you get more used to them, the later levels are actually in some ways easier.
Also small thing, but I don’t think the projectile in level 2 should be part of your hitbox for getting killed; at least to me, it feels kind of unfair. Up to you though!
When did you stop playing and why?
I played all of the levels through once. My highscore was about 80%.
What was confusing or intuitive about the interface or controls?
I thought these were really well done. I love how simple you made it to restart, it made me want to keep trying over and over to see if I could do a bit better; without the ease of that, I think I would have given up a lot sooner.
I like how the controls are shown on screen, too.
What was confusing or intuitive about the game mechanics?
The purpose of some of the attacks confused me a little. If the goal is to get to the end of the level, why do I care about mowing the entire field? For high score, I guess, but I feel like something else should make me want to--maybe a gate that only lets you win if you more a certain % of it, or something? It felt like I didn’t actually need to try to figure out the harder mowing types, since I could just not use them and run to the end.
What was frustrating or imaginative about the visual art, or sound design?
I liked all of this. The visuals are distinctive and off-beat in a nice way, the sounds are a little repetitive but I feel like kind of should be, and everything fit together really well. The character animations were really nice.
Do you have any other feedback that you would like the designer to hear?
I really like this concept! I’m impressed with how much you managed to make out of a mowing game, haha.
Mowing Adventure is very charming! It’s very aesthetically cohesive, the game loop feels smooth, and the sound effects fit it perfectly! That being said, it’s a fairly difficult game. I think the furthest I ever got was around 74% of the grass mowed. If that’s what you’re aiming for, with levels getting even more difficult, then you’re already well on your way! However, I think that if you’d like to ease your player more slowly into the game, I would suggest a gentler difficulty curve. Perhaps lowering the density of the rampaging bulls that are coming your way would allow for the player to dodge them more easily. But overall, great game! I had a lot of fun playing.
← Return to game
Comments
Log in with itch.io to leave a comment.
Nice use of 3D models for a non-traditional shooting game! I enjoyed the low-poly aesthetics and the snappy response of the lawn mower. In terms of emotion I mainly felt fear and anxiety throughout, especially as the bulls were a lot bigger than the player.
Gameplay wise, I could not get past the 2nd level as the difficulty jumped up exponentially. I would consider either lowering the amount of bulls per line, slowing their speed, or making their hitboxes smaller. This way I'd be able to experience more of the game and not get as frustrated early on.
This game has some well-planned 3d animations for sure. The low poly art combined with the modular design of the levels are definitely a plus to it. But when playing, I didn't really experience the greed a lot. Oppositely, I was very fearful that those bulls will come at me in the "fear" level. I think instead of bulls, in the level of greed, you might wanna have a weaker animal running away from you in different directions, to make the player feels like they are a hungry predator or something.
This is a really creative game! I hadn't thought of a lawn mowing theme for a game, and I think this is a very creative and interesting approach to the mechanic. I though it was pretty hilarious to see the mobs go flying, as well as the smooth animations-- it's very satisfying to remove the grass. I think my only criticism is just small tweaks with colliders, as others said as well. Overall though, super fun little game.
Fun game, definitely does not follow a traditional shmup. Launching the bulls into the air in the level after getting hammered was a relief. I think the game's low poly design is quite good.
I encountered a few different bugs. I think your colliders may be slightly off. I also fell through the map one time.
One thing I can say is that this game feels very complete. The different game modes are very different and challenging in their own ways. I think I never cleared any of the levels as it was a bit difficult for a beginner. I think making maybe the first level significantly easier, and easing the player into the different mechanics can really help. Moreover, the animations look really awesome. Especially the part where the player launches a bull into the air. I did sort of burst out laughing when I saw it happen. But sometimes, after the animation there would be this bug where the player rotates sideways and it would just be stuck there. But overall, it's a great challenging experience.
My favorite moment was easily when I could pick up the lawn mower and smack the bulls. By that point I was furious with the RNG spawn of the bulls because they kept killing me in the first two phases.
This is such an addictive game! Starting from the aesthetics, the low poly and cartoonish assets are very coherent to this game, as they reflect directly upon the very entertaining nature of this work. The mechanisms and controls of the game are very intuitive in respective to the fast-paced gameplay. The difficulties of the game are distinct, while it may be quite challenging for first timers, the smooth playable loop and fast paced progression of the game encourages players to constantly retry and adapt to it.
Feedback I forgot to post from October 5th:
What were your favorite moments of the game?
The camerawork!! I thought it was such a great touch to have the camera rumble as the animals charged at the lawnmower guy, it really intensified the action of that moment. I also thought it was so funny how the guy just started whacking away those massive animals with his mower at one point.
Where do you see room for improvement?
I would love to see you travel further down the funny/ridiculous route as the game progresses. After seeing the stage where you can whack the animals away It was really funny to imagine what the stage after that would be, just how crazy could it eventually get?
Also, it was nice to see you add in a giraffe and could be really cool to see even more animals with different behaviors/paths.
Oh and one last thing, I noticed that when mowing the grass, patterns began to develop. It could be interesting to explore unlocking achievements by mowing a specific pattern (like a heart: <3 for example) into the grass.
When did you stop playing and why?
I didn't!
Was there anything related to the interface or controls that was hard
to understand?
Nope! Controls are laid out super clearly. I really like how the keys are so easily defined right at the beginning of the stage.
This game has a very clean and well designed style that makes it fun and exciting to play. I think the use of the bulls to provide the challenge for the player is a smart way to add walls for the player to avoid. The style and story is very clever and I like the humor of the game. I did find it to be a bit difficult, however I think that this adds more playability and asks the player to spend more time to master it. Overall I think this game is very well done and the UI really helps it look professional.
This game has plenty of neat details that make a very pleasant, polished experience. The decision made for the UI felt nice, like when the tutorial buttons fade out when individually pressed. Even on the easiest difficulty, I could not get past the 50% mark. I tried to cheat a little and leave the map area, but the out-of-bounds trigger was nicely done, so I couldn't be mad at that, hahaha. Other than difficulty, the game is very polished and a genuinely nice time to play. The gameplay idea of completely covering a space is an itch few games scratch, games like Splatoon or the the Tony Hawk Pro Skater graffiti mode. These are covering areas, but this game achieves the same thing just visually reverse. Nicely done!
What were your favorite moments of the game?
This is such a weird but novel idea for a game! I really liked how you threw something new at us with every round; I feel like the mowing mechanics from the first stage plus a few different enemy types could have carried this by itself, but you really shook things up with how we had to do things in the later rounds.
It’s also just weirdly satisfying! I never knew I needed this game.
Where do you see room for improvement?
I think more variance in the bulls would be helpful, maybe with them ramping up in difficulty as the rounds go on; in the first round I feel like they’re overly punishing (we don’t get enough warning, there’s only one gap etc)--it feels more like how it maybe should be in the later rounds. Whereas then they don’t really get harder, so as you get more used to them, the later levels are actually in some ways easier.
Also small thing, but I don’t think the projectile in level 2 should be part of your hitbox for getting killed; at least to me, it feels kind of unfair. Up to you though!
When did you stop playing and why?
I played all of the levels through once. My highscore was about 80%.
What was confusing or intuitive about the interface or controls?
I thought these were really well done. I love how simple you made it to restart, it made me want to keep trying over and over to see if I could do a bit better; without the ease of that, I think I would have given up a lot sooner.
I like how the controls are shown on screen, too.
What was confusing or intuitive about the game mechanics?
The purpose of some of the attacks confused me a little. If the goal is to get to the end of the level, why do I care about mowing the entire field? For high score, I guess, but I feel like something else should make me want to--maybe a gate that only lets you win if you more a certain % of it, or something? It felt like I didn’t actually need to try to figure out the harder mowing types, since I could just not use them and run to the end.
What was frustrating or imaginative about the visual art, or sound design?
I liked all of this. The visuals are distinctive and off-beat in a nice way, the sounds are a little repetitive but I feel like kind of should be, and everything fit together really well. The character animations were really nice.
Do you have any other feedback that you would like the designer to hear?
I really like this concept! I’m impressed with how much you managed to make out of a mowing game, haha.
Mowing Adventure is very charming! It’s very aesthetically cohesive, the game loop feels smooth, and the sound effects fit it perfectly! That being said, it’s a fairly difficult game. I think the furthest I ever got was around 74% of the grass mowed. If that’s what you’re aiming for, with levels getting even more difficult, then you’re already well on your way! However, I think that if you’d like to ease your player more slowly into the game, I would suggest a gentler difficulty curve. Perhaps lowering the density of the rampaging bulls that are coming your way would allow for the player to dodge them more easily. But overall, great game! I had a lot of fun playing.