Tag Archives: money

Mow Money Solves Problems


Mow Money: A Necessary Evolution

Start out as just a kid, a push-mower, and a dream. . .

In the summer of 2016, Lit was released for the iOS platform and made huge strides in the growth of 3 Monarchs as a brand and a company. The game shocked users with its uncanny logistics and revolutionary play-style. Lit made strides in the Indie game community and on social platforms such as: Instagram, Gamebrew.io, Twitter, Indie Game Launchpad, etc.,. Just three months later, it is of utmost necessity to innovate, and do it bigger and better than ever before…

Push, Test, Innovate
Push, Test, Innovate

So we set out on an endeavor to create a game that fills a large gap in the mobile consumer market. This thought process is what led to the concept of Mow Money, and how it will be a bridge across all demographics and types of players. Low-poly, three-dimensional graphics that paint a picture of playful simplicity will be the style. Furthermore, it is a game of progression, empire-building and arcade fun. A minimalist art style with a never-before-seen sub-genre of gaming. Mow Money takes the idea of a realistic, relate-able concept (that of a young middle class kid starting a landscaping business), and turns it into a lively experience filled with rewarding mechanics and surprises.

house

. . . it is of utmost necessity to innovate, and do it bigger and better than ever before. . .

Humble beginnings surround you at the beginning of the game, with houses for miles around just waiting for you to… mow their lawn? Create, build and advance your very own landscaping company to become the next big empire. You can hire neighborhood employees and increase revenue to buy better mowers and move to more expensive neighborhoods. Get into turf wars with rival businesses and claim the land as your stake. Your empire score is a combination of all money, turf wars and employees gained. It is the final judge in how your business is succeeding.

Create, build and advance your very own landscaping company

concept1

Get into turf wars with rival businesses and claim the area as your stake.

 In Mow Money, it’s all about getting better and bigger, while  defeating rival enemies that cross you. It  epitomizes what 3 Monarchs has done and believed all along.

Mow Money has a new proposition to its followers and fans to allow beta testing for those who wish to evaluate progress of the project and give input to the development process. For periodical updates on the game, please follow Mow Money on Instagram.

The ‘X’ Factor

Throwing up the 'X', from gameday to gameplay
Throwing up the ‘X’, from gameday to gameplay

What is Gameplay Exactly?

As we all know, there is an apparent hierarchy that is intertwined into the game market. Some games, putting opinions aside, are just better than others. Objectively, there a few parameters that may suggest how good games are made versus the sloppier titles. To the naked eye, it is easy to tell graphics apart, along with visual polish that accompanies aforesaid artwork. Interfaces and menus, as well as controls, are vital components in the play-ability of a game. However, the single, most important factor in a game is the gameplay. Gamplay determines the final verdict of the game and is ultimately the game itself. Gameplay is the flow, capabilities and limitations, as well as the very soul of the title. It is what the player does, can do, and even the player itself. However, if it is so important to the life-blood of the game, why aren’t developers clamoring to create new concepts and revolutionary aspects at a faster pace? The answer is unbeknownst to me, as I believe that with every game installment, studios should push the limits of what their respective platforms have seen and have to offer.

Gameplay is the flow, capabilities and limitations, as well as the very soul of the title.

Today, the gaming industry has different genres where developers cater their games towards, which is unfortunate and bears a huge burden on creativity. Instead, developers need to push the limits on what a game could be, or adopt a new gameplay aspect in order for their project to be conceived as an adequate title to download.

. . .push the limits on what a game could be, or adopt a new gameplay aspect

Gazing into the past of the industry, we notice trends that successful games almost perpetually followed. From Mario to Street Fighter, games that have made big waves throughout the market have been innovators that made big strides in gameplay and were revolutionaries for various genres. In summary, those looking to make money in the  industry must focus on fun, innovative gameplay above all attributes of the title. Otherwise, the project as a whole may have no impact in thrusting the industry forward, and as a result, will get the little recognition a cookie-cutter game deserves.