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(+2)

lol "I made an entire game based off a pun". Great job. The controls are so close to perfect but level 2 is an insane skill jump from level 1 and I neede just a smidge more tightness to continue going. Too many other games to play and rate to deal with falling off twice. Also I would've added in at least one just HUGE patch of grass to just casually run over. The arrow was a nice touch too, btws. Over all a lot of fun! Could've used an artist touch but the gameplay is fun and addicting.

(+2)

If you care to try the other levels there is a Level Select on the main menu that lets you jump to wherever you'd like. Level 2 is the only level with precision platforming like that and is probably our worst level. I wish we'd have moved it to the end of the list but oh well.

Thank you for the feedback, it is much appreciated.

(1 edit) (+2)

Yeah level 2 definitely feels more like a final challenge compared to these others. But now that I've played the other levels I have a few suggestions because this game actually has tons of potential lol 
1. swap the "change modes" over to Left Mouse Button so you can maintain control when swapping modes. Speed runner strat.
2. Give a warning when that damn car comes flying up my butt so I can at least jump. Feels bad to be 3/4 of the way through the track and getting insta-gibbed by an insane fast car that I have no ability to see coming. 
3. I had to quit all the way out and restart the game entirely to get back to level select.
4. If you all turn this into a full game for release and want an artist let me know. XD
5. I didn't mention this before but that music in level 1 is A+++++ felt like I was playing Doom Mowternal. lol

Great job! Lots of fun.

(+2)

I guess mouse buttons currently do nothing so yeah, moving mode swap to there would make sense. I actually much prefer playing on a controller (mode swap is either trigger or the left face button there).
We wanted to add sound of some sort to the car so you could tell when it was close (and also the spikey death ball in the foggy level) but ran out of time, definitely something we'll add if we continue development.
Yeah, the menu situation isn't ideal haha. This our first attempt at making a game and with the time restrictions some things didn't end up making the cut, a bunch of stuff got done on the last day that we felt were more important the menus. We're waiting to see what the reception is like before deciding to try to make it a full game or not, we don't really like a lot about the way we have the project structured so if we do we'd likely start over from scratch and just keep the good stuff (we'll keep you in mind if we do decide to go forward though :>).

Thank you very much for all the feedback, we really do appreciate it

(+1)

What Cody said! We're trying to make an effort to create more games together for fun and Mowed was a blast to develop. Every little bit of feedback and every suggestion really helps us make the experience better! There's a good chance we'll work on perfecting this idea and making it into something we hope everyone enjoys. Truly, thank you!!!