Why did we remove power-ups from the main game?

Why did we remove the power-ups from the main party mode of Ultimate Sheep Raccoon?

In case you don’t know about the game, Ultimate Sheep Raccoon is a bike racing party game where players build the track and add obstacles before racing through. One of the core features of the game was that every third round players would be able to choose a power-up which would change the way their bike feels, by adding a jetpack, umbrella, or boost. We moved that feature into its own game mode called Power-Ups, and removed them from the main Party mode, which is the game mode we expect most players to play, especially new players.

Why? I’ll explain each of these points in detail.

  • Players find the game too hard to pick up and play

  • Power-Ups make it harder to reach a level of mastery

  • Power-Ups reduce the perceived impact of placing blocks in the level

Players find the game too hard to pick up and play

One of the biggest challenges we had with this game as compared to our first game, Ultimate Chicken Horse, is that this one is harder to pick up and play. This was always going to be the case because the characters are riding bikes instead of simply platforming. In a platformer, when you stop touching the controller, the character stops moving. In a game with vehicles, when you stop touching the controller, the character keeps moving and you still have to deal with timing challenges.

Our goal has always been and will always be that anyone can pick up this game and have fun with it, regardless of whether or not they consider themselves gamers or have any experience playing video games at all. That means that the player skill range that the game is accessible to needs to reach the low end of the spectrum.

In the image below, I show how a game like Tic Tac Toe It has an extremely low bottom end of skill range, but it doesn’t have a lot of room for mastery because once you understand it, you can always win (or tie). A game like Ultimate Chicken Horse has a low barrier to entry but also a high skill ceiling because the platforming mechanics are very tight. A game like Dark Souls has a very high barrier to entry and you need to be really good at video games to even start playing it, so it has less of a wide skill range.

Our goal with these (and future) Ultimate Sheep Raccoon improvements is to widen the skill range to make it both easier to pick up and also increase the skill ceiling (the maximum level of mastery you can achieve).

In order to do that, we’ve tweaked the character control in many ways (that could be a whole separate blog post), and we will eventually do a full overhaul, making it more reliable and allowing players to truly master the physics.

What does this have to do with power-ups?

The most important part of learning how to play a video game is understanding the rules of the game. By rules, I mean how the character moves when you move the joystick on the controller, how high the character jumps, how quickly they rotate in the air, etc. In your head, you make what’s called a mental model, and it helps you understand the things that you can do in the game. If you understand how high the character jumps, it means you can understand how large of a gap you can clear while moving at a certain speed. Every time you play a game—any game—you improve your mental model and become better at the game.

In Ultimate Sheep Raccoon, every time you receive a power-up, it completely reworks your mental model. It breaks all of the rules you may have created in your mind about things like the character jump height or character speed. This can be very fun and lead to chaotic moments, but for the average player (especially the average beginner who’s struggling to pick up and play the game) it makes it much more difficult for them to feel like they have a stable mental model that they can continue to improve on.

Players need to feel like every time they play the game, they get significantly better at the game. This is definitely the case in Ultimate Chicken Horse, and we think that power-ups make this much harder to achieve. They’re still fun though! Fun in the way Super Smash Bros is fun if you turn on only Pokeballs, high item count, and play in a Pokemon level. So we kept them in their own game mode.

Power-ups make it harder to reach a level of mastery

As I mentioned, the player’s ability to develop their mental model based on what they learn from the physics gets thrown off every time power-ups are added. With a lot of experience, someone could become really good at using all of the various power-ups as long as they have a mental model of every combination of power-up that they can use in the game.

This is fine, and it does allow for a high level of mastery, but at that point people with that much experience will surely discover the best combination of power-ups and only use that combination. We would have to balance carefully for that, which is both challenging and takes away from the core of the game. We will have spent years developing a character controller that is really tight and it will have enough precision that people should be able to become absolute experts in it. We won’t actually be able to do that for every combination of every powerup, and that wouldn’t actually make the game better even if we could.

Power-Ups reduce the perceived impact of placing blocks in the level

One of the common complaints we received was that it feels useless to place blocks in the level if someone is going to just take a jetpack and fly over the block that we just placed. To deal with this we made sure to balance the power ups so that none of them were too overpowered and we also added blocks like the firework shooter which is meant to be a sort of anti-air defense against people using a jetpack (to fly up) and an umbrella (to float over things). This is just one example though, and most power-ups would be able to “get around” placed items in a way that makes it feel less impactful to place the items.

At the core of the game is the placement of items to build the level and encourage players to take certain paths or discourage them from taking others. This element needs to be both as fun as possible and also feel as impactful as possible so that it feels as meaningful as driving through the level.

So there’s a not-so-brief explanation on why we changed power-ups from being in the main game, to being their own game mode. We’re not closed to making more power-ups in the future, but this should help make the game experience better for most players, especially new ones. Have fun!

Update 1.6: Massive Bug-Fixing Update, New Levels and Blocks

A massive bug-fixing update and a promise that we’ll continue to deliver

Hey friends!

Big news today, as we just released a massive content and bug-fixing patch for Ultimate Sheep Raccoon!

We’ve got so many new things, read on to learn about:

  • a ton of bug fixes

  • character control changes

  • party mode / power-up changes

  • new levels

  • new blocks

  • a completely rebuilt camera system

  • …and much much more.

This update has a number of big changes that respond directly to player feedback and reviews, and much more beyond that.

We did a deep dive of every single review on Steam, and realized that almost all of the negative ones talk about bugs that are hurting the player experience, especially the first-time experience. A lot of these reviews also mentioned wanting to try the game again when bugs are fixed so read on below.

The quality of USR at launch did not live up to the expectations that our fans had after playing Ultimate Chicken Horse. You’ve come to expect a higher level of quality from Clever Endeavour, and that’s really appreciated. We didn’t meet those expectations on launch, but we are committed to reaching that bar, and we’re delivering on those expectations.

How are we delivering? 👇

We did a bunch of bug fixes in December, made the Skunk update in February, and released this massive bug-fixing patch today. We’re not stopping there! You can look at the USR Future Work Page to see all of our plans for the near future to continue delivering on the promise that we’ve made to you.

Ultimate Sheep Raccoon will be one of the staple party games that people have in their rotation that they play with friends, and we’re putting more time and effort into the game to ensure that becomes the case.

Without further ado, let’s jump into the changes in this update, other than the mountain of bug fixes.

Changed the physics of character movement to make it easier to stop and start (after testing with the community) — we plan on doing even more work on the character controller to live up to our plan of making the best 2D bike controller ever made.

Made power-ups into their own “game mode”, removing them from the main Party Mode. There’s a whole other blog post about this which we’ll be posting soon!

Before:

After:

Added two new blocks

The zapper

The pillow block

It’s not only mosquitos that get zapped here—don’t stay in the zapper’s range for too long or you’ll get got!

Bounce your way to victory with the new springy pillow block! It can be used to spring upwards, get a boost forwards, or create dangerous situations for your fellow animal cyclists.

Added a billion new levels (okay only 4)

Roswell

Nothing strange to see here, just your average highway in the desert…

Castle

Ride swiftly on thine steel stallion, fearsome beast! Careful though, the castle shifts every round!

Compound

If you use mass and velocity then everything is a path… or a portal.

Waterfall Redux

One of the classic levels from Ultimate Chicken Horse gets a remake, with more sunset and an equally amazing song

  • Rebuilt the entire camera system from scratch, making it much more stable and less janky

  • Lengthened both Pasture and Bagel City to be longer levels

  • Slightly improved tutorial

  • Improved training grounds by making sure the tutorial icons always show, and adding more interactive objects like the frog or pillow so players can learn how they work

  • Fixed the UI disappearing bug, which caused players to fall and never respawn!! I looked for a video of this, and it’s fitting that we don’t have a recording of it. It happened so often and yet was impossible to reproduce, and the fix was a deep, deep dive into game networking which is far too complicated for me to understand. But it’s FIXED.

  • Improved the game for various resolutions, including the ultrawide complaints about black bars on the sides — this required rebuilding the camera and a bunch of other tweaks to UI

    After:

Before:

  • Overhauled the UI to make everything more consistent in the UOS (menus)

  • Improved the keyboard and controls layouts

  • Added invincibility flash indicator on character sprite

  • There’s now a notification message when the host disconnects and a client becomes the new host

That’s it?? Well no, not at all. We also made 70+ bug fixes, many of which you can check out in the USR Change Log page. And reminder to check the USR Future Work Page to see what we’re prioritizing next!

The 10 Year Annifursary Update, OUT NOW!

Ultimate Chicken Horse is celebrating ten years of unpredictable mayhem, unexpected laughs and fur-raising fun! Believe it or not, we feel like the party is just getting started, which is why we’re thrilled to share our biggest content drop in years with the FREE Annifursary Update! Take a look at everything it's got in store and be sure to hop in-game to try it out for yourself.

Introducing Two New Friends: Fox and Platypus!

The Fox is quick, clever, and always just a liiiiittle too pleased with themself. Keep your eye on this sly lil' charmer because it's three steps ahead and hungry for victory.

The Platypus, on the other hand, is an absolute chillmaxxer who does everything at its own unhurried pace. With this little guy, slow and steady really does win the race.

Fatal and Funky New Blocks!

Eyes up! The new Falling Block hangs perilously above, waiting for an unsuspecting victim. If you’re feeling mischievous, try rotating it to send it somewhere unexpected. You can even jump on it after it’s fallen for a fast and free ride!

Fancy footwork pays off! The new Dance Move block will have you tapping your toes (or hooves) as you sail carelessly on butter-smooth beats. Hop on, bust a move, and ride it across its track to reach new heights and leave your opponents in the dust.

Two Confounding New Levels: Picture Frame and Space Station!

Disrespect the rules of Euclidean geometry in Picture Frame, an all-new level where reality bends in on itself and danger can come from any direction! With a level that loops both vertically and horizontally, you can plot an elaborate course to outfox your opponents or find yourself back where you started in the blink of an eye. Maybe don’t blink?

Next up, blast off into the cosmic chaos of Space Station, a high-orbit arena where gravity is never a constant! Take one small step through the weightless void of open space and one giant leap into the crushing gravity of the station interior. Slam the airlock button to create new paths or trap your friends as they desperately scramble for victory. It’s every critter for themselves because in space, no one can hear you squeak!

Excellent Alternative Skins: Direwolf and Toucan

It’s the same furry friend with an icy new look. Fresh from the frigid tundra comes the Direwolf alternate skin for the Fox! So cool (literally and figuratively)!

Alternatively, check out this second alternate costume: The exotic new Toucan look for the Platypus exudes a feathery flair and will really make you long for a bowl of breakfast cereal.

Sensational New Threads! (Videogame Animal Edition)

As always, we’ve launched both of our fantastic little critters with a selection of stylin’ duds to dazzle the eye and impress your friends. From the Fox’s red-hot Fire Tail and jaunty Scarf to the Platypus’ dramatic Hood and jovial Jester Boots, be sure to play the game and unlock them all!

Sensational New Threads! (Real World Human Edition)

Lastly, we’re excited to have once again teamed up with The Yetee on a fantastic new tee to celebrate 10 years of horse and chicken (and a bunch of other little guys)! The new merch is available now so be sure to take a look.

See the full update page for the full change log.


Thank you all again so much for the continued support over these last ten years. We can’t express how much it means to us to have such a supportive community and we’re so happy to be able to deliver you new stuff—let’s keep this game going for another 10 (or 100) years! 💖