As a big thank-you to all our fans, we decided to give Color Sheep another update! Here’s what we’ve added:
Junior, Normal, and Insane difficulty modes to accommodate players of all skill levels!
Junior mode is designed for younger players and features slower wolves, on-screen color-mixing reminders, and a gentler difficulty progression.
Insane mode, on the other hand, is only for the most skilled shepherds! Wolves are much faster, new colors are introduced more quickly and in greater numbers, and no tutorial signs appear as reminders.
However, with greater risk comes great reward! We’ve added a new background and a series of creature companions to cheer Woolson on as he progresses through rounds.
Improved UI presentation across the board.
Normal mode has a much-improved difficulty ramp, progressing more reasonably through the colors and not cutting off the player so suddenly in the higher rounds.
Made items persist between rounds! Shields are now like an extra life.
Leaderboards should load and submit faster than before. However, due to game balance changes, the existing high score table will be reset. Top scorers from the previous version will probably want to start with Insane difficulty!
Improve texture quality on effects and backgrounds, particularly for Retina devices.
It’s an exciting time here at Trinket Studios. Our brains are in high gear and storms are brewing! As part of our ramp into pre-production on the next title, we’re taking some occasional breathers to document our experiences with Color Sheep and Orion’s Forge. To that end, we’re very excited to finally share some sales numbers with everyone!
Now that Trinket Studios has two games out and a visit to PAX East under our belts, I thought I’d publish a retrospective on our expenses. Yes, we know, it’s super late! After our visit to PAX we jumped straight in on an update to Color Sheep that took about two weeks — a lot less than we budgeted for, but it also left us with little energy or bandwidth to properly document our experiences up until and through PAX. We’re finally weening off of Color Sheep work and focusing on new ideas and closing old books. Hopefully this information will be valuable to others who may be pondering the cost of starting their own company. I know I wish I had found more information like this when we started!
Hello! Eric here! In Chicago we’re experiencing some serious April showers, so what better time than now to cozy up to a toasty blog post. If you’ve also been caught in the rain, settle down next to our creative hearth and have a moment to dry off. Today I’ll be discussing the entire visual and narrative journey of Orion’s Forge.
Hello! We’ve got more great news since our last post. On Wednesday, April 10th, Color Sheep made it into the New York Times!
In addition to that amazingness, Orion’s Forge has been featured on the Google Play store since last Friday! Our little puzzle game has also been selected as a Staff Pick!
Thanks to everyone who has purchased and played either (or BOTH) of our games so far! Color Sheep is going to get a sweet update very soon that includes among other improvements, a new mode that will feature some cute critters to cheer our Knight of Light on as he battles in the fields beyond the forest. Here’s just a taste of the new environment when it was a work in progress:
…and… a CORGI! This pup gets his likeness from Chris Cobb’s amazing dog Cecil, who supports our fellow Chicago indie dev pals Ragtag Studio daily with his upbeat doggy ways.
Stay tuned for more on our wooly laser color game.
Hi folks! We’re still hard at work getting back up to speed after our awesome time at PAX East but we didn’t want to let the news slip by any further:
Since March 22nd, Color Sheep has been featured on Google Play!
We’re so proud of our little lamb Woolson as he makes his way in the world! Thanks to all of you who enjoy the game and keep sharing the love. Another update to Color Sheep is going to be developed in April and we hope it will bring you more laser firing excitement!
The magic items and their corresponding visual effects ended up taking about a week to bring from concept to implementation, and working on them was one of the more iterative, productive, and fun periods of Color Sheep’s development cycle. Our primary goal was to introduce some forgiveness to the game — up until items were introduced, fumbling a color combo was pretty close to 100% fatal. This also presented us with an opportunity to add some visual flair to offset the fact that Woolson is immobile.