A brand new game
for Windows, HTML5, iPhone, Android TV and more,
A few tweaks have to be done to the frontend of Sheep Goes Right.
RSKGames has noticed the Credits screen is an absolute mess, and that there's no Back button on the Level Select.
There's also a weird jiggle to the level select when you first load the game.
Another iOS release.
That's 6 of them this year.
None of them are selling well.
My art style sucks, I fear.
Each week, players send in their thoughts for that week's game.
Or, at least, RSKGames does!
If you want to submit your own thoughts, stick 'em in the comments, or email them in.
This week's game is Sheep Goes Right
Overview: A totally different AGAW game in terms of art style and music but with the familiar mix of twist to the gameplay mechanics and attention to detail. A pleasant surprise is that the game is not endless, it has finite levels and ends with ''Well Done!'' message.
Last night's midnight sheep-testing did NOT go smoothly.
Bloody iPhoneX's fault, again...
Finally the task is over.
A hundred levels tested.
Time to start work on the next game.
But first I must be rested.
Sheep Goes Right is now in the hands of Apple.
The iOS edition is "OK", and doesn't appear to do anything out of the ordinary, but we'll have to wait and see whether Apple approve it or not.
Meanwhile, tomorrow I need to figure out how to display the Windows Online Leaderboard on the screen.
The menu in its current state doesn't really leave the usual gap for that, plus I kinda broke the usual online functionality.
I'll have to dig and delve, I think!
If the game turns up without online scoreboards, assume I gave up trying!!
It's only a Star count, after all.
View on YouTube
DevelopmentsI've got a basic scoring method in the game.
3 stars instead of 3 sheep, but basically a case of "Beat the level on your first try for 3 stars, 2 stars if you lose a life, 1 for losing 2, and anything beyond that gets no stars."
A tally is on the right hand side of the menu, and that's pretty much all the scoring there is.
Listening to my music collection.
I seem to repeat the same tracks.
It's not that I love these tunes that much,
But nothing else attracts.
Getting closer to release.
The current version of the game is now on my iPad, and I'll be stress testing all the levels to ensure they're the same set of levels that the Windows and HTML versions have.
View on YouTube
Looks gorgeous :D
Which isn't something I get to say very often, about my games.
Over on this week's Patreon Notebook Pages Lookback thing, I've stumbled upon an unfinished project!
Head on over, and if you're a subscriber, you can download a rubbishly unfinished test engine that doesn't do much of anything!
More work on Sheepy, yesterday, and a fair amount of play testing.
I've got worlds 1-5 working nicely, which will be the PC/HTML editions.
The Pay-for Premium iOS edition will go all the way up to 20, but that means more and more and more and more testing!
So much music done.
The list is insane.
Tunes for the Pulpish,
And more for the game.