Nice simulator style chill game, needs some polish but it holds solid overall
Play lawn care simulator
Ikuta '73's itch.io pageRate this lawn care simulator
In order to rate this submission you must be logged into itch.io and have submitted your own entry. Anyone with an account can leave a comment.
AI Tools Used
Claude Code (Opus 5) for code, level QA, basic 3D models, and sound effects. Grok Build (Grok 4.5) for some additional code (title screen + lens flare).
Comments
Nice cozy gardening game, could use some optimization or maybe it is my laptop can't such grass density or lighting effects, but nevertheless a good entry!
Wow, just played your game... I've tried many games of this jam and with this I can finally declare jam a "success". Altogether we covered pretty much eveything! Now about your game. I loved the vibe, I also read other comments and for me it is strange that noone mentioned Murakami, while for me it was the main reason that sold this game for me. I've read(listened) only two of his novels, just finished "Clockwork bird chronicles" not long ago, not sure if you've read it, but it totally fits this game and your writing, like the bit about being good at something small before big things. So for me writing was big part of this game. First person game is kinda traslates that experience of reading a book from first person perspective. And I just couldn't help wondering what that housewife though of at the end of the job when she had a nostalgia moment.
About actual mowing, never done it in my life, it is very uncommon in our country and I didn't get that lifting it helps to turn, I was playing on keyboard and did a huge circles to turn, like two-three meters in radius which was obviously unacceptable to clear a rectangular area, so what did I do? I mowed backwards! Yup you go forward to the wall, then change angle a bit and do next line backwords until opposite wall - it was a fast way, totally non realisic, but working method!
Thank you for playing and for the great feedback! I was wondering when I'd run into a fellow Murakami fan. Yes, The Wind Up Bird Chronicle (as it is called at least in my country) is one of my favorite Murakami short stories (and later novels). It was partial inspiration for this. And I especially want to incorporate a find the cat, Noboro Watanabe, as a side quest when I do the full game. The main inspiration was The Last Lawn of the Afternoon, one of Murakami's other popular short stories. Unfortunately for me, I am out of Murakami material to read, having read every short story and novel he has written (fiction and non-fiction) that has been translated to English. But, this is an opportunity to explore my love for writing in another form. And for me to work on my own writing skills (something I feel the AI just doesn't do well, at least for me).
For me, mowing lawns takes me back to my youth since that was my chore growing up. And, what you did was not unrealistic. When handling a push mower it is typical to use wheelies to go back and forth on rows, and sometimes to go back and forth to go over areas again. I used to handle some sections of our lawn going back and forth. There is actual a sort of simple pleasure in approaching mowing a particular lawn as an "efficiency puzzle" which I think gives the game a simple sort of mental pleasure. The other part of it is the "Zen" of simple doing something. Appreciate your feedback. I know I need an extra hint in the first level that when you hit a wall to remind the player that they can do a wheelie for quick turns. I plan to add that eventually.
I really enjoyed the game’s slow, deliberate pace. The writing draws you into the atmosphere, and I quickly found myself wanting to do the job perfectly. At first, it took me a while to understand that even in the shade, you need to let go of the lawnmower to recover from the heat. I also liked having additional tools for the finer work, it adds depth and reinforces that desire to do everything properly.
I agree with the other comments about making the lawnmower movement smoother, clarifying what to do with the bucket, and adding a small end-of-job reward or visual transformation. I love the potential this has as a longer, more polished relaxing game: finishing your work, walking through Japanese streets, meeting friends afterward, and gradually upgrading your equipment and growing your business. It could create a lovely rhythm between satisfying work, progression, and quiet everyday life. Overall, this is a very satisfying little experience with a lot of potential. Congratulations!
Thank you for giving it a try and for the great feedback. This game surprised me with how much I enjoyed just sitting down and playing it while I was playtesting it. I'd often find myself finishing lawns over and over again. Definitely want to flesh this out into something bigger while keeping the core of what makes it enjoyable.
Great work! Really great job of setting a vibe and the reuse of elements in cool ways. I would suggest having the lawn mower slow down when its moving grass compared to areas that are covered and maybe having some particle effects and/or additional feedback when using the tools. I never quite got what the bucket was for, tried to put the rocks in and they seemed to just be placed on top. Looking forward to seeing if you continue it.
Thank you! Yes, the grass actually getting cut and laid on the lawn was the original plan (not just "disappearing"). Slowing the mower while cutting is an idea I'll have to try. The bamboo basket/bucket was intended to be used to pickup trash, rocks, and grass clippings for dumping, but I ran out of time and it is only "sitting" in each scene unusable at the moment. Really, would take probably 30 minutes of work to make it pick up the rocks while held like I had planned, but it keeps being put off and continually sits as the 2nd or 3rd item on my roadmaps, lol.
I have now played more than one grass cutting game. I particularly enjoyed how the shears locked on to grass near by.
Thanks! My original strict design rule was "minimal UI". But, a friend told me it was just way to hard to use the shears to clip the grass, I finally caved and put a clear UI element. I may go back sometime and change it to a soft glow on the grass cell. But, the lock on circle works for the time being.
It took me a little while to get used to the controls, but once I did, I really enjoyed it! More than anything, I felt like you captured the atmosphere of a small Japanese garden in the summer — even the heat somehow comes through. I also really love the idea of turning mowing the lawn into a game. Such a great concept!
Thank you! As a kid that grew up mowing lawns in the hot and dry California, USA summer, I can only imagine what it would be like in Tokyo, Japan. I am glad I managed to do it some justice. I tried to do as much research as I could in the time allotted for the game jam. I've never been to Japan myself, so to me it is the mythical place I read about in Murakami novels and short stories and watch in movies and anime. Glad that you figured out the controls eventually, it is a work in progress and I plan to eventually have a full guided tutorial being mentored by your Uncle in the game.
While I think this is barebones - I LOVE the idea. I think I have dreamed of something like this -it's really beautiful. The writing could use polishing -either more poetic or more curt. The cicada/summer sound I found a bit too repetitive/short, it loops a little obviously. My biggest complaint would be the mowing mechanic itself- while charming and satisfying to cut grass- the mower does not move in an enjoyable way! I think if you could make the mower feel more flexible it would have helped the feel of the game a lot. I also was expecting there to be some reward for doing a good job, or some consequence to a bad one (other than being told I didn't do it). Like lemonade to recharge you instead of having to stand in the sun. Just my thoughts- but otherwise really enjoyed it and it inspired me so much!!
Thank you, yes, it is very preliminary. I did the writing myself, and it was a bit of a rush job, I need to take another pass at it. I had to make some sacrifices due to timing. Like after the fourth iteration working on the cicada sounds, I just had to accept them as placeholders and move on. The plan is to eventually make them more layered and randomized. And add other atmospheric layered sounds like cars, bikes, dog barks, etc. The mower movement tuning was a challenge. I got it tuned right for me, and about half my playtesters loved it, but, the other half, like you, don't like the way it moves. If you have some specific ideas about what is wrong with it, I'd like to hear them (not enough turning radius, too wide a hitbox, etc). Did you notice that you can do a wheelie to do quick pivot turns? What control scheme were you using? Did you try the "Katamari" controls? I find those work best and are the most comfortable for me, like handling a real mower.
The stamina system is only the first iteration. But, even in this version you should be recharged to 120% stamina if you do 95% plus job on a yard (due to receiving some sort of refreshment). The plan is to add the option to purchase food and drink items from the convenience store between jobs. Drinks will refill your stamina and you can purchase extra for quick refills mid-yard. Food will raise/restore your max stamina. The idea here is that for every 10 points of "soft" stamina you burn working, you lose a single point of max stamina (so if you work from 100 stamina to exhaustion, you'll only be able to recharge back up to 90 stamina as the day goes on). So, drinks and shade will only restore so much. But, food will allow you to restore and raise your max stamina. I'm still testing out and tweaking this system in the new version, but that's the plan at the moment.
I'd like to make this into a much more fully fledged game. Procedural lawns. Running of the business. Managing client relationships. Hanging out with friends after work. Purchasing new equipment (like starting with a reel mower, then upgrading to better rotary mowers). Side quests. Maintaining your mower. Etc. We'll see. Thanks for playing it and sharing your feedback!
I wrote a big long thing but lost it - I want to say I really love the direction you wanna take the game in and will love to come back and try it again. New locations would be a lot of fun, and I think you have a lot of fun unique possibilities, especially if you're utilizing inspiration from your source material! I totally understand just putting it together for the jam! I am working on another game and have kind of the same issue with a cicada sound too! Imperfections also have character.
Regarding the mower- I am playing keyboard/mouse. What I realized replaying it just now, I could have been turning easier by lifting the mower- but it never occurred to me the first time I played. It's hard- without lifting it- to make a natural turn, I had to back up and pressssssssssss to make a turn. That is pretty normal for real mowing but what the physics lack for me feel wise is that kind of sway that normal heavy things have when you move them - When moving the mower this way or that, it should feel like there is some residual sway/resistance/momentum. Right now its just a box always facing forward regardless of how you move. That feels off to me. Having some more natural physics with the mower itself will make the playthrough more satisfying imo.
This is a very meditative game. I think it has so much potential, and is really great at the level you have it at now.
I had a fun time with this and that's saying something as someone who hates yard work :)
I am not sure exactly how this relates to the theme of the jam but I still liked it.
Thank you! I was worried about it getting in on time. I had planned on a stamina system which was going to be how I tied it back to the "Charge" theme. In essence, "sun" drains your battery, "shade" recharges it. Which the levels are built around (morning, noon, and afternoon). But, all that is missing in this build is the actual stamina system which I was working on today and I'm practically done with. I wanted to get this posted this morning since I wasn't sure I would have time, and wanted to at least ensure a stable build got out before the submission period closed. I should at least have the first iteration of the stamina system in by tomorrow so it'll match the theme better then.
I crunched till 1 am last night to get the first iteration of the stamina system in. I think it fits pretty well. Player is now like a human battery that charges in the shade and drains in the sun. Still want to add a day time cycle and the ability to buy stamina buffs at convenience store between jobs. That'll be next.










Leave a comment
Log in with itch.io to leave a comment.