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Oct 18, 2026

Trample v0.3: feedback from players and testers

​Thanks to everyone who played the last build and gave me some positive feedback including some great improvements:

Watch your points land

​Points pop over the piece, then fly into the score row ​ Points always flew down into your row, but they were small, all one colour, and gone very quick. Now each one is coloured and sized by what earned it: green for grass, wood brown for bridges, gold (and biggest) for bounty. They stack up over your piece, wait a moment, then drop into your row one at a time and tick up your total. The row's text is bigger too, so your last turn stays readable until your next one.

Every sack shows its value

Sacks show 6, 10 and 15 on the board and in the bounty bar

Bounty sacks now carry their value as a number, both on the board and in the bounty bar at the bottom of the screen. When a sack drops, it leaves an empty slot behind in the bar, so you can see at a glance what's still to come and when.

A sack flies from the bounty bar onto the board

Once every sack has been collection, a chequered finish flag nowshows that the game is in its final turns.

Bridges you see and account for

​​A bridge flies from its slot to the crossing

Your two bridges are now two tiles in your row next to your player id, instead of "×2" on the right hand side. You can now click your bridges in the row to be reminded of how many and the rule. ​When you cross a rival's trail, the bridge flies out of its slot and lands on the crossing, so you can see it go.

​The Confirm button reads Cross −5

Before you commit, Confirm shows you the cost: it changes to Cross −5, and a bridge appears on the tile you're crossing.

A much shorter tutorial

​The new Draw a path and The light moved cards

Level 1 used to stop you ten times. Now there are four short cards, each for a rule that was hard to work out on your own: drawing a path, how the light moves, where the bounty drops, and how the game ends. Everything else is a small tip on the HUD that disappears as soon as you make a move, but can be re-opened with a click.

The light card is clearer too. It now says the light finds the grass furthest from every trampler, and it appears right after your first move, so you see the light move away from you.

Stars that read in order

​Results stars with arrows between them and padlocks

Arrows between the stars now show that they come in order: win, then most bounty, then bridges kept. A star you couldn't have earned that game shows a padlock, so you know which one to go back for.

Smaller things

  • Volume sliders for music and sound effects, instead of on/off switches. When you let go of the effects slider, it plays a few footsteps at the new volume.

  • Your row reads in order: who you are, the bridges you hold, then your last turn next to your total.

  • New menus on big soft grass checks, with the title and buttons centred.

  • Cleaner board: the little white daisy dots are gone from the grass as they distracted players thinking they were collectable.

  • Clearer menu's: the in-game menu is correctly named, with buttons that are clearly named.​

  • On desktop, the version number and sound button now sit in the game's corners rather than at the edges of the window.

  • Fixed: at the end of the campaign, the castle card wasn't opening after the ride up the map.


Play it free in your browser above. If anything still confused you, or something looks off, tell me in the comments. And if you'd like to hear when the full game launches on mobile, there's a sign-up button on the main menu.

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