I think it should go up, otherwise it doesn't look like a wall. It would look like something the horse can step on and run over. For the water it makes sense to be flat flat and that the horse doesn't want to touch it: it is water-shy.
Great game! Feature request: add a button that shows my submitted solution. I'd like to be able to compare it with the optimal solution (so it'd be nice if a single tap could toggle between my submission and the optimal).
I agree! It feels off compared to the overall aesthetic of the game.
Awesome game though! Loved it.
I also wonder if making it GPL and submitting to various *NIX distros would be best. Then it may need to be standalone with random maps created by ML or similar.
I hope they're not. Can't we have a few things in this world that are just fun without going and sticking surveillance on them?
trying to understand player behavior in the context of a board or video game (though there is some overlap!) is not the same as trying to understand user behavior in the context of social media or purchasing behavior - the data of both of which derive their value from being sold to THIRD PARTIES as a commodity.
being able to tune a fun little video game is not the same thing at all
Please, show me a piece of software, or game, that is perfect the first time it is made.
This whole industry really needs a lesson on consent.
If I want to play a game and provide my feedback, the default should be that that doesn't happen unless I explicitly say it should.
Opt-out means that, by default, you're collecting metrics from my plays, until I find the means to opt-out.
If I collect information on how often a coin-op Street Fighter II game is played in an arcade, while collecting no personal information, consent is not needed.
This is a rather simple game to program. IMO, if you can program, take a few weekends to make your own game based on your ideas. If you can't program, your ideas will lead you to a wonderful learning project.
I interpreted it as standard "top-down" RPG graphics, where the Y axis always doubles as the Z axis. As such, I didn't find it visually confusing - but it did made playing on mobile annoying, because you often end up targeting the wrong field.
(jk)
[1] https://store.steampowered.com/app/1628610/Paquerette_Down_t...
But, you absolutely could make this a turn based game where the horse is trying to escape and you (playing as the farmer), work to fence it in as it meanders towards a gate.
1. lure the horse to an optimal point on the map.
2. trap it in a small circle of fences.
3. build part of your final wall with the remaining fences.
4. one by one, move the fences trapping the horse in place into position.
> I don’t think the gates should animate up into the air. It breaks the visual logic of 2D for no benefit.
I also feel it would make more sense either for everything to be 2.5D or pure top down. Having appear / disappear animation is nice feedback to user though.
Other thing is that maybe the hitbox should change when the wall comes up. Now to remove it you need to press the grid, essentially the root of the wall. Unintuitive to me.
Thanks for the game, looking forward to when there is multiple horses or sheep to enclose.
I would have responded earlier, but I wanted to actually implement something you suggested: different walls. Alternative wall sprites, which don't occlude other tiles so much, are now live and can be adjusted in the settings.
Re: analytics, the only serious plans I had were to use the daily level histograms to adjust difficulty. The idea of taking some levels and releasing them as a standalone game is tempting, but I wonder if doing this type of puzzle over and over again might get tedious? That's one of the reasons I thought it would work better as a daily game. Let's see how it's doing in a few months.
I love the mechanic ideas. I think there are two big constraints on what kind of cool new features/gimmicks can be implemented though. First: if this is going to be a daily game, the new mechanics have to be intuitive enough to where somebody could figure them out their first time playing. I like the idea of cherries being misleading, and it's a fun troll-ish idea for a single player game, but it would be a mean trick if it were someone's first daily. (Then again, there's someone who's first Wordle game was probably MYRRH.) The other constraint is I have a solver that can guarantee the optimal solution is actually optimal. Some game mechanics might make this a lot harder, or even impossible.
I don’t think the gates should animate up into the air. It breaks the visual logic of 2D for no reason in that it’s subconsciously confusing to see a gate I place in one cell move to occupy pixels in the cell “above” it.
I look forward to future days introducing new mechanics as well. Can I suggest a few, based on dynamics?
- Food! The horse moves on every turn towards an attractor. Have a hay bale / giant sugar cube in one corner fall off the back of a truck / helicopter :) Horses start out dumb and move directly towards the goal before backtracking. Smarter horses path find the shortest route to the goal.
- Goals! Now that the horse is moving, get the horse into a static horse box / cattle pen cell by strategically placing fences so that the path it takes towards the food involves walking onto the goal square.
- Floods! Water encroaches from the edges on a turn by turn basis. Not only do you have to contain the horse, you also have to hold back the flood.