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Karja

Feedback request: Sheeplings (iteration 2)

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Thanks to everyone who tried the first version of Sheeplings a while ago; changes have been made, and hopefully the game is going in the right direction. Description Wolves, eagles, bandits - everyone is after your cute little friends! Protect and guide the sheep through (undecided; 30 in this demo) wool-raising levels, until you finally reach your goal: the sheep-jumping competition in Woollyville. Changes * Three different types of sheep. * More help popups to hint at powerups/bonus tokens/secrets/how to score high. * Trashed a few levels and exchanged them for (hopefully) more varied ones. * Side quest levels added. * Mouse, keyboard or gamepad control. * Various other fixes. Screenshots (from iteration 1) http://www.sheeplings.com/sheeplings1.jpg http://www.sheeplings.com/sheeplings2.jpg http://www.sheeplings.com/sheeplings3.jpg http://www.sheeplings.com/sheeplings4.jpg http://www.sheeplings.com/sheeplings5.jpg http://www.sheeplings.com/sheeplings6.jpg Demo download (iteration 2) http://www.sheeplings.com/Sheeplings.exe System requirements It's worked on all comps so far (with graphical glitches in a case or two.) Please note * The options cannot be modified yet. * Only the default profile is present. * The side quest cannot be solved in the demo. * User-defined keys aren't available just yet. -- Keyboard: cursor keys + space -- Gamepad: default 2-axis control + button 1 -- No need to select which control to use; you can switch between mouse/kbd/gamepad at any time. * If you happen to experience some graphical glitches, would you please try editing the generated profile file (called "Karja"). The attribute "renderer" can be set to 0 or 1 - this indicates whether it prefers to try DirectX or OpenGL first. * If you don't want to play through all the levels to gain tokens, you can edit "Karja" and set the "tokens" attribute to anything you wish. Any feedback is much appreciated!

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First of all, that's a nice game you made there. :)

I think there's enough variety, at least for 30 levels, to keep things interesting. On the other hand, perhaps there's too much variety in continuous levels to let the player become good at a particular kind of level. Perhaps clustering the levels a bit more by type (just a bit) may give it some more consistency.

I preferred the keyboard controls, and I found the mouse control to stand in its way: at the start of each level, the dog would walk towards the mouse, whereever it was, disturbing initial movement. Annoying especially in the wolf levels. Only activating the dog after the mouse moves might do the trick.
As for level starts, whenever you show some text, pause the game. Otherwise, the player looses precious time when he chooses to read the text, or the text distracts him from playing.

As for the tokens, I think the current layout is too unforgiving. It requires you to play every level perfectly if you want to make it through the whole campaign. Especially annoying since it's not always clear how your performance is rated (time-based, point-based, ?).

The game has a nice look, and I like the various different objects and terrain types. Are you planning to do other themes and obstacles as well, such as a farm environment, or water?

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Thanks a lot! And damn - here I thought that variation was the crucial bit, but consistency might be just as important. I'll see what I can do about that! And the same for the controls... I prefer the mouse, so I had a bias towards making it work seamlessly; I'll try to make sure all controls work well.

Very true, the thing about the text: I've gotten so used to it that I never read it. I think I'll make a heap of UI/information improvements in general: stop the game before the text, show better information about what gives good rankings, explain how quests are unlocked and all that. ('Cause it's not really that unforgiving.. You don't need to get a perfect score on all stages - at the moment 100 tokens in total (out of 150) is needed to unlock the next (non-existing) quest. But I just did a quick count, and it seems that 133 tokens is needed to unlock all levels. That does feel too harsh, so I think I'll lower the requirements for both.)

More terrain types would be excellent, but - alas - I don't really have the time to work on that much graphics (nor the will to spend too much cash.) I'd love to see lots and lots of different obstacles and levels and backgrounds and stuff. And better title/map screens. And.. And.. But time'll tell.

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Very nice game. I like the fact that there is a lot of variation, but there should be some more levels where you have to use skills learned in the past levels. The amount of variation would be fine if there were a lot of levels in the game. It feels like this first map is just and intro/training map that introduces you to all the skills and ways to complete the future levels.

One thing I found that I'm not sure that you intended to have: on the map, you can unlock levels before you completed or unlocked the ones before. I could play the final level after completing only a few levels.

Overall I think the game is very good- nice feel, smooth graphics, and fun. Keep up the good work. I am interested to see how the final version turns out.

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