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Leaf Blowing Simulator Preview: Bright And Breezy

Blowing its way onto PC in 2024 comes Leaf Blowing Simulator. An indie-sandbox first-person game where you must run a small and upcoming Leaf Blowing business. Blow leaves, blow apples, and help save your neighbours from hours of back-breaking labour all for a tidy profit. But is it any good? Or does it suck? Find out in this preview!

Leaf Blowing Simulator Preview CoverDeveloped and published by Alex Wittman, Leaf Blowing Simulator is an upcoming indie first-person physics-based simulator where you must run a leaf-blowing business. Take jobs from local clients and earn money to buy and upgrade new and existing tools. From more powerful leaf blowers to drones to collect hard-to-reach leaves, and platforms to reach higher areas. All in a bright and colourful world, and soothing feeling soundscape.

Leaf Blowing Simulator is one of many titles that made their big debut during Steam’s Next Fest. I will admit that when I saw the title I was curious to see how this would hang together. I’ve always had an interest in physics-focused games. And I wanted to see how well or not the developer would be able to pull something like this off, especially in a sub-genera where other everyday actions have spawned successful and memorable titles. And from the time I spent with it during this preview, I have to say that Leaf Blowing Simulator does show promise. Even if it needs a little more refining here and there.

Leaf Blowing Simulator is set to release in 2024, the title can be wishlisted on Steam and a demo downloaded from there.

Story – Help Wanted

As one may expect from a title like Leaf Blowing Simulator there is no story to be found here, at least not in this preview build. This is a simulator game, not a narrative adventure. And besides this is a preview build and, understandably, the developer’s focus is on the gameplay more so than constructing some grand narrative. There as some smaller story-esque bits to be found in the missions that you receive from clients that are decently written for what they are and what they need to be. It isn’t world-building stuff but it gets the job done.

The mission is easy enough to read, but it could be a little bigger.

The mission is easy enough to read, but it could be a little bigger.

In situations like this, I tend to look at how the text is used in a more mechanical sense. I have to say that the in-game text and UI in general are all clear and easy to read. Whilst the mission emails you get could do with having their text made larger it isn’t too hard to read or straining on the eyes. There isn’t much in the way of tutorial text within the game itself. This is a disappointment, particularly bearing in mind how certain elements like the upgrades and tools in the game are used. But that is something easily remedied. As a whole, the text side of things in this preview build of Leaf Blowing Simulator is decent enough for where it needs to be right now.

Gameplay – It Doesn’t Suck!

As mentioned previously, in Leaf Blowing Simulator you run a small leaf blowing company and take “short jobs” to blow away all the fallen leaves in a certain area for your client. All while a soft and relaxing soundtrack and soundscape echo around you. Once you complete a job you get paid. And can spend your money on new equipment and upgrades to help make your job in future contracts easier. I say “short jobs” as, from my experience at least, these levels can take a very long time to complete. Especially in the early level when your leaf blower is as weak as it is.

The starting leaf blower is weak, so you may need to use the fan a lot.

The starting leaf blower is weak, so you may need to use the fan a lot.

The levels in Leaf Blowing Simulator, at least in this build I have played, can take an hour or more to complete. Possibly longer if aren’t familiar with the level. Or don’t know how to use the drone to get trapped leaves. To be fair, this isn’t intended to be a fast-paced game of quick reflexes and snap decisions. Like many similar titles the time taken to complete the tasks is part of the draw; simple repetitive tasks that take a while so that it helps you zone out and clear your head. Maybe with your favourite podcast, radio show, or music in the background. And thus far the title does show that it could deliver on that.

Blowing in the Wind

I say “Could” as there are still some frustrations that do get in the way here. I will admit that I am being a tad hyperbolic when I say “frustrations” as there is nothing about the game that stressed me out. More that there were a couple of things that did annoy me. Firstly I feel that the leaf blower you have when you first start playing is far too underpowered for an opening task as big as you get at the start of the game. And quite frankly given the size of the second mission had I not learnt how to upgrade my leaf blower I’d have likely given up on the title.

If I hadn't figured out how to upgrade my leaf blower this would have taken ages!

If I hadn’t figured out how to upgrade my leaf blower this would have taken ages!

Secondly, I feel that whilst the levels are decently laid out for what they are, I do feel at times it can be far too easy for leaves to get lost and stuck behind certain objects. Sure, a quick blast can get them loose. And the drone can summon the trapped ones. But then there is a fair bit of fiddling about to get them into a position for you to direct them to the nearest bag. The gameplay feels as though it just needs more time to be refined. As there is something potentially fun and interesting here. I just feel that it needs smoothing out in some places.

Graphics & Audio – Fall Fantasy

I will be honest dear reader, I’m not sure if the level assets and aesthetics featured in this preview build of Leaf Blowing Simulator are placeholders or not. Throughout the game, you find yourself in these small medieval fantasy village-looking environments. They are bright and colourful and have a charm to them. But I’m not sure if this is the design direction this game is going for. These may be placeholders purchased from an online store. There is nothing wrong with that in my opinion. Using them in the meantime in place of later assets is fine as it gives the dev time to fine-tune the gameplay. Using them as is is ok, providing they are integrated well. Which I don’t feel they are.

There is something of a disconnect between the near-fantasy world this takes place in and the design of modern-looking items and tools you use. You traverse a village that looks like it is just up the road from Middle-Earth. Yet you use items that look like they just came out of your local hardware store. And receive missions from fairly mundane-looking characters. I feel that for this title to work it either needs to lean into a more fantastical design and setting. Or it needs to become more conventional and grounded. At the moment it feels like a handful of different assets put together with little care to create a cohesive world. To be fair this is a one-man developer team and what we have here doesn’t clash too harshly. But I think it can be better.

Leaf Blowing Simulator was previewed on PC.

Video featured by The Video Game Channel.

Summary
Leaf Blowing Simulator is a curious concept. Whilst it isn't the first to take a mundane activity and turn it into a video game I do feel it holds promise. And there is something satisfying in seeing the leaves blowing and rolling along the levels. And then later clearing the levels. But I do have to say that the core gameplay needs a little tightening up to help take this to the next level and help it reach its true potential.
Good
  • Satisfying Physics
  • Colourful World
  • Gameplay as a Charm to it.
Bad
  • Starting Blower is painfully weak.
  • Levels can take too long to complete.
  • There is a clash with the game's asthetics.

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