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(+1)

I liked the concept of this one, and after my first day, I understood the sound design of cutting weeds (good) and flowers (bad) even though my first attempt I thought I was supposed to run over everything I could. 

I didn't actually want to get a handful of the early upgrades, like speed boosts, so I wish I could have skipped them and focused on other things. It would also be nice to have metrics on the main game screen to give me total grass mowed, a positive value/color for weeds, a negative value/color for flowers and collisions, etc. That would have helped me to better understand the gameplay requirements.

If you continue to tinker with it, I'd recommend changing the path of at least one of the upgrades so you don't have to go faster. It just got hard for me to control after one upgrade, which made me want to stop playing early. Or maybe give me an upgrade to control my speed instead, and then just have the speed be my "maximum allowed" speed so you can keep the tree in the same structure but the player can choose to play another way if they want. I'd also recommend making the upgrade screen bigger - even with the first upgrade, I couldn't see the text on the top ones until I moved the camera, so it would be nice if more fit on the screen (or if that text box could move around to a visible area, like the side, instead of getting cut off).

But a really nice entry, and I did enjoy using my mouse for the roller skates and mower - having the same controls in the first menu screen did a nice job to prepare me for the actual gameplay. It was fun spinning blades and spinning in circles (when I had the space to do so).

Thank you for such detailed feedback!
RE: the first required upgrade: I was afraid that letting the player stay at the same speed would incentivize them to safely stay within their spawn region, making the gameplay boring. I hoped that by making the mower harder to control, they would naturally try to drive in a straighter line, until they’d find more obstacles and plants. I think manual speed control could work, but I’d need to pair it with something that would encourage traversal - maybe on-screen waypoints for pick-ups, or something, idk c:
Thanks again for playing!