I enjoyed bundling up as many entities as possible in a stack in my hand, then depositing them in my rock circles. Woe to the poor sheep that get deposited inside a rock, it takes a bit of surgery to separate them.
Tone of the game is mixed. Some nice calming cathartic elements and visuals. Flowers are nice, grass is nice for a short while then becomes painful (too much high frequency visual content with no visual breaks). A few little jokes and nice details, I enjoyed mowing the sheep and changing my clock to be an orange.
> Mowem is a less of a game than it is a toy.
Don't underestimate toys :)
I think it would be nice if there was more than one layer of complexity. ie if things in this list affected other things in this list, rather than staying unchanging and completely separate:
- Increasing mowing count integers at the top right
- Pickup up and moving entities
- Getting one line of text from NPCs
- A few misc interactions with entities when you click, mow or jar them.
- (Temporarily) caging entities with rocks.
I really wanted to convince the NPCs in particular to tell me more about their thoughts and world, but all my efforts were fruitless. If you can't convince an NPC to talk when there is a fish-sheep hybrid in your hand then what is the world coming to.
Technical note: game performed poorly on my laptop, had to run it on my desktop.
Thankyou for sharing this game AnChoui