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A jam submission

Micro MowerView game page

Micro Mower is a high speed, high skill, lawn mowing simulator.
Submitted by Boats — 47 minutes, 51 seconds before the deadline
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Micro Mower's page


CriteriaRankScore*Raw Score

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your submission match the theme?
Dual purpose design is implemented through money being used to either upgrade mass or speed, as well as deciding between increasing left or right speed.

There is also loose theme connection through the anolog sticks being used to control the wheels, and the Thick grass tiles requiring double mowing giving more depth to puzzles.

Third-party resources
Unity 2017.1
Photoshop CS6
3dsMax 2017
Aseprite 1.1

-- SFX --
Scisor snips - Myself

-- Music --
Halcyonic Falcon X - The Stage is Set (
Drum loop 176 bpm - stratkat (
Chaotic Standoff (loop) - stratkat (
8-Bit Heroes - Daydream Anatomy (

@boatsQT - Solo.

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Dont advertise that you have 30 levels then make me play the same 2x3 level 20 times. I was originally skeptical of the control scheme but it grew on me  feels a lot like mowing an actual lawn does. I think it would have been more intuitive if the camera moved when the mower does though. The aesthetic is charming and was the main reason I kept playing the same level over and over again. Not quite how I would have approached a game about lawn mowing but for 2 days I'm very impressed


I'm not saying anything new here, but this definitely got a few laughs from me. I had a lot of fun with it. Good job, man.


I agree with jcoan on all points. The fit with the theme was pretty poor, but the game is fun.


I'm loving the aesthetic. Low poly bright colors are my jam. I also liked the idea of moving mower wheels individually, definitely adds some complexity.

However, I didn't really feel the upgrading really fit with the idea of "dual purpose". It didn't feel like it meshed with the main mechanics, just sort of a side addon thing. Same thing with the menu music, doesn't quite fit with the mood of the gameplay. I also couldn't figure out what was forcing me to restart the level (though it's distinctly possible I'm just stupid). 

Overall, good. Not great, but good. Another pass in the design phase, a bit more cohesion between assets and gameplay, and you really could have something great.