So, a couple of months ago, I was feeling burned out by the original Super Clover World, as I overscoped the project, and got way too ambitious than what I could actually do, and so on April 2026, I made the decision to restart development of the game entirely. I spent 3-4 months working on the project, and I originally released the Demo on itch.io on August 1, 2026: Super Clover World DEMO by Joshington
I’m currently working on World 2-1, which is a beach level. I’m finished with World 1: Grassy Valley. I’m also planning to just have the game be 12 levels long, 4 boss battles (as the end of every 3rd level), 4 bonus stages, and a Time Attack mode, and that’s it.
Super Clover World is now just a hobby project of mine, as I want to try out another engine in the future, but if you like what I have, thanks!
Btw, here’s some in-game progress on World 2-1: Scaling the Sandy Floor. Added some recoil, a new enemy named Flappie, a Thwomp-like enemy, and a timed platform. I still have to tweak the screenshake of the Thwomp-like enemy, as it’s too heavy at the moment.
I’ll be posting some updates on this page occassionally, but not all the time, so please continue to support my journey with Super Clover World!
I’m cancelling Super Clover World indefinitely. I anticipated I would be able to solve some of the ‘overambitions’ of the original version of Super Clover World, struggled to do that, and got overwhelmed trying to make this project all by myself. Over time I became deeply unmotivated to work on it. It just didn’t feel right, even after I cutted back on the scope multiple times during development. After I released the demo of Super Clover World on itch.io and Game Jolt a month ago, I’ve pretty much ran out of steam.
Btw, here’s the video on me fully explaining why I’m calling it quits for Super Clover World: